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! | !Goku (SSGSS) | ||
|- | |- | ||
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|- | |- | ||
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{{#lsth: | {{#lsth:{{PAGENAME}}/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
:Rushdown, Mixup | :Rushdown, Mixup | ||
;Team Role | |||
:Point | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 17: | Line 19: | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku started to train with the God of Destruction to expand upon | After attaining the power of the Super Saiyan God during his fight with Beerus, Goku started to train with the God of Destruction Beerus' teacher, Whis, alongside Vegeta to expand upon their powers. The end result of his training is a new level of power, the "Super Saiyan God Super Saiyan": a blue-haired super form that combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans exclusively. | ||
In ''Dragon Ball FighterZ'', this version of Goku has a similar fighting style to that of the original, but brings a playstyle consisting of strong mobility options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows. | In ''Dragon Ball FighterZ'', this version of Goku has a similar fighting style to that of the original, but brings a playstyle consisting of strong mobility options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows. | ||
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* Assist lacks versatility, as it generally cannot be used to extend combos. It is mainly useful as pressure tool and a combo ender. | * Assist lacks versatility, as it generally cannot be used to extend combos. It is mainly useful as pressure tool and a combo ender. | ||
* Really requires neutral assists to function well, as he doesn't really have the tools to reliably get in without them. | * Really requires neutral assists to function well, as he doesn't really have the tools to reliably get in without them. | ||
|- | |- | ||
|} | |} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
======<font style="visibility:hidden;font-size:0">5L</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
|name=5L | |name=5L | ||
|data={{AttackDataHeader-DBFZ|version=yes}} | |image=DBFZ_SSBGoku_5L.png |caption= | ||
|image2=DBFZ_SSBGoku_5LL.png |caption2= | |||
|image3=DBFZ_SSBGoku_5LLL.png |caption3=The online special | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=5L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Standard jab, and Goku's fastest normal. | |||
}} | |||
Standard jab, and Goku's fastest normal | |||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Launches on hit. | ||
Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches. | |||
The large amount of untechable time combined with a low hitbox also allow SSB Goku to go for more unique combo routes. | |||
}} | |||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * 5LL > 5LLL has a massive gap in between. | ||
Very slow and highly telegraphed, requires either an assist or conditioning to be used effectively. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |||
|image=DBFZ_SSBGoku_5M.png |caption= | |image=DBFZ_SSBGoku_5M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Holding {{4}} reduces forward momentum and recovery. | ||
5M has really good range, even longer reach than 2M. | |||
4M is the safest normal he has that also pushes the opponent just far enough mid blocktring that he can go for another 4M. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |||
|image=DBFZ_SSBGoku_5H.png |caption= | |image=DBFZ_SSBGoku_5H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Wall splats on Smash hit. Combos into SD. | |||
* Wall | * Non-Smash only combos into SD in the corner. | ||
Used for block string and combo filler. | |||
* | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |||
|image=DBFZ_SSBGoku_5S.png |caption= | |image=DBFZ_SSBGoku_5S.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Mash or hold S to shoot all 6 Ki blasts. | ||
* | * Last Ki blast launches on hit. | ||
This is his only grounded projectile, making it vital for his neutral game. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name=2L | ||
|image=DBFZ_SSBGoku_2L.png |caption=Had to go SSGSS to learn how to poke toes | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name=2M | ||
|image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Great range and very active hitbox. | ||
* | * Launches on hit. | ||
His third low. IAD j.S ▷ 2M has deceptively long range. | |||
This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |||
|image=DBFZ_SSBGoku_2H.png |caption= | |image=DBFZ_SSBGoku_2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Puts Goku airborne. | ||
* | * Smash hit has more hitstun and combos into SD. | ||
Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully. | |||
Smash hit can also combo into j.236S for a quick sides switch into SKD. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |||
|image=DBFZ_SSBGoku_6M.png |caption= | |image=DBFZ_SSBGoku_6M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Counts as airborne. | * Counts as airborne. | ||
* Uses the same hitboxes and hurtboxes | * Uses the same hitboxes and hurtboxes as Goku's j.H. | ||
While 5LLL can be converted more easily and uses assists to cover the startup rather than to convert into a combo. 6M still has its use as it doesn't Smash, is neutral on block, and can be used more freely much later into blockstrings. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |||
|image=DBFZ_SSBGoku_jL.png |caption= | |image=DBFZ_SSBGoku_jL.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Standard air jab. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |||
|image=DBFZ_SSBGoku_jM.png |caption= | |image=DBFZ_SSBGoku_jM.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |||
|image=DBFZ_SSBGoku_jH.png |caption= | |image=DBFZ_SSBGoku_jH.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{#lsth:DBFZ/ | {{AttackVersion|name=5LLLLLLL}} | ||
{{#lsth:DBFZ/SS Goku/Data|5LLLLLLL}} | |||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* | * Wall bounces on Smash hit. | ||
}} | |||
{{AttackVersion|name=j.H}} | |||
* | {{#lsth:DBFZ/SS Goku/Data|j.H}} | ||
{{!}}- | |||
{{Description|8|text= | |||
* Smash hit causes sliding knockdown. | |||
Go-to jump in. As a combo tool however, it gets overshadowed by j.214X. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |||
|image=DBFZ_SSBGoku_jS.png |caption=Shades of Akuma | |image=DBFZ_SSBGoku_jS.png |caption=Shades of Akuma | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Doesn't halt air momentum like most j.S. | |||
* Doesn't launches airborne opponent like most j.S, instead it pushes them down. | |||
You won't be sniping anyone with this. Instead, it's used for covering approaches or retreats. | |||
Forward IAD j.S beats anti-airs and puts Goku +10 at minimum. Though of course as with all Ki blasts, the opponent can reflect out of its blockstun and negate your blockstring. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |||
|image=DBFZ_SSBGoku_j2H.png |caption= | |image=DBFZ_SSBGoku_j2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Smash hit has more hitstun and combos into SD. | ||
Basic air launcher. Similar to 2H, Smash j.2H can also combo into j.236S. | |||
}} | |||
}} | }} | ||
== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Divine Void Strike</font>====== | |||
====== <font style="visibility:hidden | |||
{{MoveData | {{MoveData | ||
| | |name=Divine Void Strike | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
| | |image=DBFZ_SSBGoku_DivineVoidStrike.png |caption=Original move | ||
|data={{AttackDataHeader-DBFZ|version=yes}} | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{Description|8|text= | ||
{{#lsth: | * Removes other landing recovery. | ||
}} | |||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:{{PAGENAME}}/Data|236L}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Deflects | * Deflects Ki blasts from frame 4. | ||
* Goes half screen. | * Goes almost half screen. | ||
A safe blockstring ender and a great combo filler, used in Goku's advanced combos. | |||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=Ground M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Deflects | * Deflects Ki blasts from frame 4. | ||
* Goes | * Goes 75% of the screen. | ||
* | * Smash hit corner splats. | ||
* | * 5MMM version corner bounces on Smash hit. | ||
Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of 2H > j.236M, it beats even counter 2H. | |||
Used in corner BnBs. Smash j.236M also link into j.DR in the corner for an easy snapback. | |||
{{AttackVersion|name=H}} | }} | ||
{{#lsth: | {{AttackVersion|name=Ground H}} | ||
{{#lsth:{{PAGENAME}}/Data|236H}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Deflects Ki blasts from frame 1. | ||
* | * Teleports forward to the other wall, then charges backward. | ||
* Goes fullscreen. Air version has slight vertical tracking. | |||
* Goes | * Wall bounces on Smash hit. | ||
Mostly a neutral check, since without spending at least another bar, Goku can only solo convert from this if he's cornered, and the invul from teleporting comes in too late for it to be used as a reversal. | |||
* Wall bounces | }} | ||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Super God Shock Flash</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Super God Shock Flash | ||
|input=214L/M/H | |input=214L/M/H | ||
| | |image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption="Hey, what's that on your shirt?" | ||
|image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2='''TICK THROW''' | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
* Smash on the throw. | |||
* Values in [] is if the throw whiffs. | |||
* Can only grab grounded or "grounded-by-proximity" opponents. | |||
* Non-Smash grab has identical effect to 214L. | |||
* After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore. | |||
}} | |||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Stays in place. If the grab whiffs, does a short ranged punch as followup. | ||
* On hit, the grab knocks the opponent away into a SKD, while the punch only launches them. | |||
* | The only 17f (note: unreactable) command grab that can be converted into a combo with resources. Thought it can't connect mid-blockstring and requires a microdash. | ||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Teleports a short distance forward before the grab. | |||
* Teleports forward before the grab. | * Smash hit wall bounces. | ||
* | The initial warp gives this more range but the lack of a follow-up makes it incredibly unsafe. If it does hit, can easily be converted meterlessly in the corner into a sliding knockdown. | ||
}} | |||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Has the range of 214M and the safe punch of 214L. | ||
* Smash hit wall bounces. | |||
* | Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than 214M. | ||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Dragon Flash Kick</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Dragon Flash Kick | ||
|input=j.214L/M/H | |input=j.214L/M/H | ||
| | |image=DBFZ_SSBGoku_DragonFlashKick.png |caption="Wait a sec... This isn't Flash Kick...!" | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{AttackVersion|name=L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Reels back a tiny bit before diving 45 degree downward. | ||
* Advantage ranges from -1 to -6. 2H > j.214L is a true blockstring that leaves Goku at -3 on the ground. | |||
Does slightly more damage than j.H and can combo from j.S, making this move slightly more preferable to j.H in assisted and Vanish combos. | |||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Smash hit causes sliding knockdown. | ||
* Advantage ranges from -1 to -6. 2H > j.214M has a gap that beats counter 2H, leaves Goku at -3 on the ground. | |||
Goku's anywhere meterless SKD. It's almost always better than j.H as a solo combo ender. | |||
}} | |||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown. | |||
* On hit, | * On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody. | ||
* On block, | * Advantage ranges from -3 to -7. 2H > j.214H is a true blockstring that leaves Goku at -4 in the air. | ||
j.S > j.214H is an okay solo combo ender in case you can't use j.214M, but where this move really shines is as a mixup tool covered by assists. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Instant Transmission</font>====== | ||
{{MoveData | {{MoveData | ||
| | |name=Instant Transmission | ||
|input=236S or 214S (Air OK) | |input=236S or 214S (Air OK) | ||
| | |image=DBFZ_SSBGoku_InstantTransmission.png |caption=*pop* | ||
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2=''"Over here!"'' | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=236S|subtitle=or j.236S}} | {{AttackVersion|name=236S|subtitle=or j.236S}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=214S|subtitle=or | {{AttackVersion|name=214S|subtitle=or j.214S}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* 236S | * Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, 214S goes in front. Uses the direction Goku's facing to determine how he teleports. | ||
* After teleporting, the move still has some vertical tracking to make sure it connects. | |||
* | * Smash hit causes sliding knockdown. | ||
* | High risk, good reward neutral check. It's easily 2H-able if the opponent is ready, but you get some oki if it hits and solo pressure if they block it. | ||
}} | |||
}} | }} | ||
==Assist== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | |||
{{MoveData | {{MoveData | ||
|name=Dragon Flash Kick | |name=Dragon Flash Kick | ||
|input=Assist A | |||
|image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption=''"GERONIMOOOOO!"'' | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Has some slight horizontal tracking. | ||
* Ground bounce into sliding knockdown on hit. | |||
Incredibly niche assist. Can be used to give sliding knockdowns post-Down Smash like after a short Super. It's also pretty decent in blockstring, but the slow startup and the space it covers are detriments to its usage in neutral. | |||
}} | }} | ||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | |||
{{MoveData | |||
|name=L Divine Void Strike | |||
|input=Assist B | |||
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* May or may not deflect Ki Blasts. | |||
* May or may not launch on hit. | |||
SSGSS Goku performs a basic strike assist. | |||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | |||
{{MoveData | |||
|name=Teleportation | |||
|input=Assist C | |||
|image=DBFZ_SSBGoku_???.png |caption= | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
}} | |||
}} | |||
====== <font style="visibility:hidden | ==Super Moves== | ||
======<font style="visibility:hidden;font-size:0">Extreme Speed Kamehameha</font>====== | |||
{{MoveData | {{MoveData | ||
|name=Extreme Speed Kamehameha | |||
|input=236L+M or 236H+S (Air OK) | |||
|image=DBFZ_SSBGoku_ExtremeSpeedKamehameha.png |caption=''"You're finished!"'' | |image=DBFZ_SSBGoku_ExtremeSpeedKamehameha.png |caption=''"You're finished!"'' | ||
|image2=DBFZ_SSBGoku_ExtremeSpeedKamehameha-2.png |caption2="EYAAAAH!" | |image2=DBFZ_SSBGoku_ExtremeSpeedKamehameha-2.png |caption2="EYAAAAH!" | ||
|data= | |||
|data= | |||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Doing raw, ground version will slightly adjust position for that it hits, air version stays still. | ||
* | * Mid-combo, both version teleports to the opponent instead, though the angle isn't always the best. Always shows up from the direction Goku's facing. | ||
* Minimum damage | * Last hit causes sliding knockdown. | ||
* Minimum damage: 75*10 (750). | |||
Similar to SS Goku, he does have safe jump setups from this Super, though they aren't as good as SS Goku's. | |||
}} | |||
}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">x10 Kaioken Kamehameha</font>====== | ||
{{MoveData | {{MoveData | ||
|name=x10 Kaioken Kamehameha | |||
|input=214L+M or 214H+S | |||
|image=DBFZ_SSBGoku_x10KaiokenKamehameha.png |caption='''''"KAIOKEN!"''''' | |image=DBFZ_SSBGoku_x10KaiokenKamehameha.png |caption='''''"KAIOKEN!"''''' | ||
|image2=DBFZ_SSBGoku_x10KaiokenKamehameha2.png |caption2='''''"I'll finish this right now!"''''' | |image2=DBFZ_SSBGoku_x10KaiokenKamehameha2.png |caption2='''''"I'll finish this right now!"''''' | ||
|image3=DBFZ_SSBGoku_EvolvedAttack.png |caption3='''''"THERE YOU ARE!"''' | |image3=DBFZ_SSBGoku_EvolvedAttack.png |caption3='''''"THERE YOU ARE!"''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal Attack}} | {{AttackVersion|name=Normal Attack}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Evolved Attack|subtitle=Hold | {{AttackVersion|name=Evolved Attack|subtitle=Hold L/M/H/S on hit}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214[LM]}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Hits fullscreen. | ||
* | * There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick. | ||
* Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659. | |||
Only do the 2 bar extension if you wanna see a cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side. | |||
* Minimum damage | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Goku]] | [[Category:Goku]] |
Revision as of 19:38, 21 February 2020
Goku (SSGSS) |
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Overview
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku started to train with the God of Destruction Beerus' teacher, Whis, alongside Vegeta to expand upon their powers. The end result of his training is a new level of power, the "Super Saiyan God Super Saiyan": a blue-haired super form that combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans exclusively.
In Dragon Ball FighterZ, this version of Goku has a similar fighting style to that of the original, but brings a playstyle consisting of strong mobility options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5M has really good range, even longer reach than 2M. 4M is the safest normal he has that also pushes the opponent just far enough mid blocktring that he can go for another 4M. |
5H
5H |
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Used for block string and combo filler. |
5S
5S |
Template:AttackDataHeader-DBFZ
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This is his only grounded projectile, making it vital for his neutral game. |
2L
2L |
Template:AttackDataHeader-DBFZ
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Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists. |
2M
2M |
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His third low. IAD j.S ▷ 2M has deceptively long range. This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves. |
2H
2H |
Template:AttackDataHeader-DBFZ
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Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully. Smash hit can also combo into j.236S for a quick sides switch into SKD. |
6M
6M |
Template:AttackDataHeader-DBFZ
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While 5LLL can be converted more easily and uses assists to cover the startup rather than to convert into a combo. 6M still has its use as it doesn't Smash, is neutral on block, and can be used more freely much later into blockstrings. |
j.L
j.L |
Template:AttackDataHeader-DBFZ
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Standard air jab. |
j.M
j.M |
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This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. |
j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
Template:AttackDataHeader-DBFZ
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You won't be sniping anyone with this. Instead, it's used for covering approaches or retreats. Forward IAD j.S beats anti-airs and puts Goku +10 at minimum. Though of course as with all Ki blasts, the opponent can reflect out of its blockstun and negate your blockstring. |
j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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Basic air launcher. Similar to 2H, Smash j.2H can also combo into j.236S. |
Special Moves
Divine Void Strike
Divine Void Strike 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Super God Shock Flash
Super God Shock Flash 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Dragon Flash Kick
Dragon Flash Kick j.214L/M/H |
Template:AttackDataHeader-DBFZ |
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Instant Transmission
Instant Transmission 236S or 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Dragon Flash Kick Assist A |
Template:AttackDataHeader-DBFZ
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Incredibly niche assist. Can be used to give sliding knockdowns post-Down Smash like after a short Super. It's also pretty decent in blockstring, but the slow startup and the space it covers are detriments to its usage in neutral. |
Assist B
L Divine Void Strike Assist B |
Template:AttackDataHeader-DBFZ
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SSGSS Goku performs a basic strike assist. |
Assist C
Teleportation Assist C |
Template:AttackDataHeader-DBFZ
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Super Moves
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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x10 Kaioken Kamehameha
x10 Kaioken Kamehameha 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.