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{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
|- | |- | ||
! | !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 | ||
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</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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|- | |- | ||
|} | |} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== | ==Normal Moves== | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">5L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5L | |||
|image=DBFZ_SSBGoku_5L.png |caption= | |image=DBFZ_SSBGoku_5L.png |caption= | ||
|image2=DBFZ_SSBGoku_5LL.png |caption2= | |image2=DBFZ_SSBGoku_5LL.png |caption2= | ||
|image3=DBFZ_SSBGoku_5LLL.png |caption3=The online special | |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= | ||
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}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
====== <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}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Holding {{4}} reduces forward momentum and recovery. | * 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}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
====== <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}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |||
|image=DBFZ_SSBGoku_2L.png |caption=Had to go SSGSS to learn how to poke toes | |image=DBFZ_SSBGoku_2L.png |caption=Had to go SSGSS to learn how to poke toes | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |||
|image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal | |image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Great range and very active hitbox. | |||
* Launches on hit. | * Launches on hit. | ||
His third low. IAD j.S ▷ 2M has deceptively long range. | 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}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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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. | 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 | 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}} | {{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 as Goku's j.H. | * 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, neutral on block, can be used freely | 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}} | {{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}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
====== <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}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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}} | }} | ||
====== <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}} | {{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 halt air momentum like most j.S. | ||
* Doesn't launches airborne opponent like most j.S, instead it pushes them down. | * 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 | You won't be sniping anyone with this. Instead, it's used for covering approaches or retreats. | ||
Forward IAD j.S | 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}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
== | ==Special Moves== | ||
====== <font style="visibility:hidden | ======<font style="visibility:hidden;font-size:0">Divine Void Strike</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Divine Void Strike | |||
|input=236L/M/H (Air OK) | |||
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption=Original move | |image=DBFZ_SSBGoku_DivineVoidStrike.png |caption=Original move | ||
| | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | |||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
* Removes other landing recovery. | |||
}} | |||
{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
====== <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 | |||
|image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption="Hey, what's that on your shirt?" | |image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption="Hey, what's that on your shirt?" | ||
|image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2='''TICK THROW''' | |image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2='''TICK THROW''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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* Values in [] is if the throw whiffs. | * Values in [] is if the throw whiffs. | ||
* Can only grab grounded or "grounded-by-proximity" opponents. | * 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. | * 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= | ||
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}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 362: | Line 373: | ||
}} | }} | ||
====== <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 | |||
|image=DBFZ_SSBGoku_DragonFlashKick.png |caption="Wait a sec... This isn't Flash Kick...!" | |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= | ||
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}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
====== <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) | |||
|image=DBFZ_SSBGoku_InstantTransmission.png |caption=*pop* | |image=DBFZ_SSBGoku_InstantTransmission.png |caption=*pop* | ||
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2=''"Over here!"'' | |image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2=''"Over here!"'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{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 j.214S}} | {{AttackVersion|name=214S|subtitle=or j.214S}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
==Assist== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | |||
{{MoveData | {{MoveData | ||
|name=Dragon Flash Kick | |||
|input=Assist A | |||
|image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption=''"GERONIMOOOOO!"'' | |image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption=''"GERONIMOOOOO!"'' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Has some slight horizontal tracking. | ||
Incredibly niche assist. | * 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= | |||
}} | }} | ||
}} | }} | ||
== | ==Super Moves== | ||
====== <font style="visibility:hidden | ======<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= | ||
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}} | }} | ||
====== <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}} | ||
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{{AttackVersion|name=Normal Attack}} | {{AttackVersion|name=Normal Attack}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Evolved Attack|subtitle=Hold L/M/H/S on hit}} | {{AttackVersion|name=Evolved Attack|subtitle=Hold L/M/H/S on hit}} | ||
{{#lsth: | {{#lsth:{{PAGENAME}}/Data|214[LM]}} | ||
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==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 |
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This is his only grounded projectile, making it vital for his neutral game. |
2L
2L |
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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 |
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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 |
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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 |
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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 |
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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 |
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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) |
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Super God Shock Flash
Super God Shock Flash 214L/M/H |
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Dragon Flash Kick
Dragon Flash Kick j.214L/M/H |
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Instant Transmission
Instant Transmission 236S or 214S (Air OK) |
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Z Assists
Assist A
Dragon Flash Kick Assist A |
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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 |
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SSGSS Goku performs a basic strike assist. |
Assist C
Teleportation Assist C |
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Super Moves
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK) |
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x10 Kaioken Kamehameha
x10 Kaioken Kamehameha 214L+M or 214H+S |
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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.