< DBFZ
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{{CharData-DBFZ | |||
|health=10,000 | |||
|jumpStartup=4F | |||
|backdashTime= | |||
|backdashInv= | |||
}} | |||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | |||
;Play-style | |||
:Rushdown, Mixup | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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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 his 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 represents the greatest height of fighting prowess yet attainable by Saiyans. | |||
In ''Dragon Ball FighterZ'', this version of Goku fights similarly to the original, but with strong attacks that can overwhelm his opponents, offsetting them with teleports and punishing them with furious blows. | |||
===Strengths/Weaknesses=== | |||
{| | |||
|-style="text-align:left;" | |||
! Strengths !! Weaknesses | |||
|- style="vertical-align:top;text-alighn:left" | |||
| style="width: 50%;"| | |||
* Strong neutral options; having a fast and mobile approach options with 236X and dive kicks. | |||
* Can open up opponents easily due to having access to several lows, teleports and command grabs. | |||
* Only assist in the game that causes a hard knockdown. | |||
* j. 214H is a excellent corner carry that allows him to setup to his high damage combos. | |||
* Very high corner combo damage; can extend combos with dive kicks into assists. | |||
* Versatile supers; they are easy to combo into and deal high damage. | |||
| style="width: 50%;"| | |||
* Generally has to use meter to get a hard knockdown mid screen. | |||
* Due to him lacking a beam, he gets lamed out by zoners and his teleports are easily punishable. | |||
* No meterless reversal. | |||
* High/low mixups is lacking due to his 5LLL overhead being very slow. | |||
* Assist lacks versatility; usually only optimal as a pressure tool. | |||
|- | |||
|} | |||
<br clear=all/> | <br clear=all/> | ||
==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
|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= | |image3=DBFZ_SSBGoku_5LLL.png |caption3= UNGA | ||
|name=5L | |name=5L | ||
|data= | |data= | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Standard jab, and Goku's fastest normal. | ||
* Without Sparking: | |||
* Special and super cancellable. | |||
* Can chain into itself using 4LL. | |||
* Can be cancelled into 214L/M/H for a tick throw. | |||
* With Sparking: | |||
* Gains the ability to be jump cancelled on block | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 2nd attack in the string hits low and sweeps the opponent off their feet | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* 3rd attack in the string hits overhead. | * 3rd attack in the string hits overhead and ground bounces on hit. | ||
}} | }} | ||
}} | }} | ||
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* Good for covering an approach or a retreat | * Good for covering an approach or a retreat | ||
A ki blasts fires downward at an angle. Unlike Super Saiyan Goku's j.S, SSGSS Goku's j.S does not halt his air momentum at all. This can be pretty useful when approaching because a well spaced IAD j.S can help cover an approach against a grounded opponent. Alternatively, a quick IABD j.S can help cover a retreat. j.S still loses to super dashing | A ki blasts fires downward at an angle. Unlike Super Saiyan Goku's j.S, SSGSS Goku's j.S does not halt his air momentum at all. This can be pretty useful when approaching because a well spaced IAD j.S can help cover an approach against a grounded opponent. Alternatively, a quick IABD j.S can help cover a retreat. j.S still loses to super dashing, don't get reckless with it or have an assist in use while using it. Using this tactic occasionally and at the right timing is also key to making this option strong throughout the duration of the match. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Super God Shock Flash</font> ====== | ====== <font style="visibility:hidden" size="0">Super God Shock Flash</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption= | |image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption= "Hey whats that on your shirt" | ||
|image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2= "SIKE, GOTTEM" | |||
|input=214L/M/H | |input=214L/M/H | ||
|name=Super God Shock Flash | |name=Super God Shock Flash | ||
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====== <font style="visibility:hidden" size="0">Dragon Flash Kick</font> ====== | ====== <font style="visibility:hidden" size="0">Dragon Flash Kick</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_DragonFlashKick.png |caption= | |image=DBFZ_SSBGoku_DragonFlashKick.png |caption= "Wait a sec... This isn't Flash Kick...!" | ||
|input=j.214L/M/H | |input=j.214L/M/H | ||
|name=Dragon Flash Kick | |name=Dragon Flash Kick | ||
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====== <font style="visibility:hidden" size="0">Instant Transmission</font> ====== | ====== <font style="visibility:hidden" size="0">Instant Transmission</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_InstantTransmission.png |caption= | |image=DBFZ_SSBGoku_InstantTransmission.png |caption= *pop* | ||
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2= ''"Over here!"'' | |||
|input=236S or 214S (Air OK) | |input=236S or 214S (Air OK) | ||
|name=Instant Transmission | |name=Instant Transmission | ||
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==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption= | ||
|input=A1/A2 | |input=A1/A2 | ||
|name=Dragon Flash Kick | |name=Dragon Flash Kick | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Causes hard knockdown | ||
Placeholder | Placeholder | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_ExtremeSpeedKamehameha.png |caption= | |image=DBFZ_SSBGoku_ExtremeSpeedKamehameha.png |caption= | ||
|image2=DBFZ_SSBGoku_ExtremeSpeedKamehameha-2.png |caption2= | |||
|input=236L+M or 236H+S (Air OK) | |input=236L+M or 236H+S (Air OK) | ||
|name=Extreme Speed Kamehameha | |name=Extreme Speed Kamehameha | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Goku teleports before leaping into the air to fire off an angled Kamehameha. The Kamehameha causes a knockdown on hit. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_SSBGoku_x10KaiokenKamehameha.png |caption='''''"KAIOKEN!"''''' | |image=DBFZ_SSBGoku_x10KaiokenKamehameha.png |caption='''''"KAIOKEN!"''''' | ||
|image2=DBFZ_SSBGoku_EvolvedAttack.png |caption2='''''" | |image2=DBFZ_SSBGoku_EvolvedAttack.png |caption2='''''"TIMES 10!"''''' | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
|name=x10 Kaioken Kamehameha | |name=x10 Kaioken Kamehameha | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Pay 2 extra Ki bars to perform an extended attack. | ||
* Deals 2390 minimum damage with 5 bars. | |||
* Acts as SSB Goku's only invincible reversal. | |||
Goku charges up with Kaioken before rushing forward along the ground. If he hits, he will proceed to pummel the opponent before launching them into the air for a Kamehameha. Does fairly good damage on its own and can spend an additional 2 bars of ki to secure the kill. | |||
}} | }} | ||
}} | }} | ||
---- | ---- | ||
{{CharLinks | {{CharLinks |
Revision as of 22:55, 23 February 2018
SSB Goku |
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Health: 10,000 Prejump: Assist Cooldown:
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Navigation
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 his 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 represents the greatest height of fighting prowess yet attainable by Saiyans.
In Dragon Ball FighterZ, this version of Goku fights similarly to the original, but with strong attacks that can overwhelm his opponents, offsetting them with teleports and punishing them with furious blows.
Strengths/Weaknesses
Strengths | Weaknesses |
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|
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Divine Void Strike
Divine Void Strike 236L/M/H |
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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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Assist
Dragon Flash Kick A1/A2 |
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Supers
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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