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| |startup= |active= |recovery= |frameAdv= | | |startup= |active= |recovery= |frameAdv= |
| |description= | | |description= |
| * Good for covering an approach or a retreat
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| 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.
| | * SSGSS Goku's j.S does not halt air momentum. Good for covering an approach or a retreat. IAD j.S has much larger range than IAD j.H and is harder to 2H. |
| | * j.S is special cancellable on block or hit. Can convert off j.S into a full combo if you have a beam assist. j.S 236L + Beam assist, SD for follow up. |
| | * j.S still loses to super dashing, don't get reckless with 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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| }} | | }} |
| }} | | }} |
Son Goku (SSGSS)
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Health: 10,000
Prejump:
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Rushdown, Mixup
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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 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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- Strong neutral options; having fast and mobile approach options with 236X, dive kicks, teleport. Unique j.S that does not lose air momentum. IAD j.S leads to full combo and has much larger reach compared to IAD j.H
- Excels at close range; he can open up opponents easily due to having access to several lows, teleports and command grabs.
- Only assist in the game that causes a sliding knockdown. Can be used as a combo ender to give sliding knockdown.
- Can convert nearly any hit into a sliding knockdown with 1 bar. j. 214H is an excellent corner carry that allows him to set up to his high damage combos.
- Very high corner combo damage, solo and with assists. He can make excellent use of wallbounce with 236M to Dragon Rush without assist/meter in corner.
- Pairs well with assists and/or sparking to give exceptional high damage combos.
- Versatile supers, as they are very easy to combo into and deal high damage. Has level 5 finisher.
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- j.214H is his only sliding knockdown finisher and requires meter.
- Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps.
- Little to no defensive options. His only reversal is expensive and is generally risky, making it unreliable.
- 5LLL overhead is very slow. Requires assist or strong conditioning of opponents to use overhead as a solid mixup.
- Assist lacks versatility, as it generally cannot be used to extend combos. Usually only optimal as pressure tool and a combo ender.
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Normals
5L
5L
UNGA
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400
|
All
|
-
|
|
|
|
-
|
-
|
700
|
L
|
-
|
|
|
|
-
|
-
|
1000
|
H
|
-
|
|
|
|
-
|
-
|
|
5M
5H
5S
2L
2M
2H
6M
j.L
j.M
j.H
j.S
j.2H
Specials
Divine Void Strike
Divine Void Strike 236L/M/H
Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
|
900
|
All
|
-
|
|
|
|
-
|
-
|
1000
|
All
|
-
|
|
|
|
-
|
-
|
1100
|
All
|
-
|
|
|
|
-
|
-
|
|
Super God Shock Flash
Super God Shock Flash 214L/M/H
"Hey, what's that on your shirt?" "PSYCH, GOT'EM!"
|
1000
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Throw
|
-
|
|
|
|
-
|
-
|
1000
|
Throw
|
-
|
|
|
|
-
|
-
|
1200
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Throw
|
-
|
|
|
|
-
|
-
|
|
Dragon Flash Kick
Dragon Flash Kick j.214L/M/H
"Wait a sec... This isn't Flash Kick...!"
|
900
|
All
|
-
|
|
|
|
-
|
-
|
1000
|
All
|
-
|
|
|
|
-
|
-
|
1100
|
All
|
-
|
|
|
|
-
|
-
|
|
Instant Transmission
Instant Transmission 236S or 214S (Air OK)
*pop* "Over here!"
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Assist
Dragon Flash Kick A1/A2
"Geronimo...!"
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Supers
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK)
"You're finished!"
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2050
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All
|
-
|
|
|
|
-
|
-
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2050
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All
|
-
|
|
|
|
-
|
-
|
|
x10 Kaioken Kamehameha
x10 Kaioken Kamehameha 214L+M or 214H+S
"KAIOKEN!" "TIMES 10!" Discount Dragon Fist
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4220
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All
|
-
|
|
|
|
-
|
-
|
4220, 1710
|
|
-
|
|
|
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-
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-
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