< DBFZ
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==Overview== | ==Overview== | ||
The "Super Saiyan God Super Saiyan" or Super Saiyan Blue represents the greatest height of fighting prowess attainable by Saiyans. | |||
In ''Dragon Ball FighterZ'', | In ''Dragon Ball FighterZ'', Goku has strong mobility options and can open up opponents easily with several lows, teleports, command grabs and mixups. | ||
===Strengths/Weaknesses=== | ===Strengths/Weaknesses=== | ||
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* Strong neutral options; having fast and mobile approach options with 236X, dive kicks, teleport. | * 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. | * 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. | * 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. | * 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. | * 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. | * 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. | * j.214H is his only sliding knockdown finisher and requires meter. | ||
* Has trouble dealing with strong zoning. | * Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps. | ||
* | * Has no invincible DP. His only reversal is his Level 3 Super which is expensive, risky and unreliable. | ||
* 5LLL overhead is very slow. Requires assist or strong conditioning of opponents to use overhead as a solid mixup. | * 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. | * Assist lacks versatility, as it generally cannot be used to extend combos. Usually only optimal as pressure tool and a combo ender. | ||
* Requires vanish to combo after many of his special moves (eg. Teleport Kick, Divine Void Strike, etc). Giving him a combo extender assist (beam, vegeta, etc) helps greatly. | |||
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|version=5L | |version=5L | ||
|damage=400 |guard=All | |damage=400 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=6 |active=4 |recovery=11 |frameAdv=-3 | ||
|description= | |description= | ||
* Standard jab, and Goku's fastest normal. | * Standard jab, and Goku's fastest normal. | ||
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|version=5LL | |version=5LL | ||
|damage=700 |guard=L | |damage=700 |guard=L | ||
|startup= |active= |recovery= |frameAdv= | |startup=10 |active=3 |recovery=19 |frameAdv=-6 | ||
|description= | |description= | ||
* 2nd attack in the string hits low and sweeps the opponent off their feet | * 2nd attack in the string hits low and sweeps the opponent off their feet | ||
* Can combo into 2M but has to be slightly delayed. | * Can combo into 2M but has to be slightly delayed. | ||
* If first hit is blocked (opponent blocks high), this counts as a 2M starter with much better damage scaling | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|version=5LLL | |version=5LLL | ||
|damage=1000 |guard=H | |damage=1000 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=26 |active=3 |recovery=18 |frameAdv=-5 | ||
|description= | |description= | ||
* 3rd attack in the string hits overhead and ground bounces on hit. | * This autocombo has a built-in mixup. 2nd attack hits LOW, 3rd attack hits HIGH. | ||
* 3rd attack in the string hits overhead and ground bounces on hit. It is slow and can be deflected if first 2 hits are blocked. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard=All | |damage=700 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=10 |active=3 |recovery=18 |frameAdv=-5 | ||
|description= | |description= | ||
* Moves forward a decent amount when using this attack. | * Moves forward a decent amount when using this attack. | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=14 |active=6 |recovery=18 |frameAdv=-5 | ||
|description= | |description= | ||
* Average 5H. Cancel it into a special or assist to make it safe | * Average 5H. Cancel it into a special or assist to make it safe | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=300 |guard=All | |damage=300 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active=1-51 |recovery=24 |frameAdv=-4 | ||
|description= | |description= | ||
* Can chain into itself up to 6 times | * Can chain into itself up to 6 times | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=400 |guard=L | |damage=400 |guard=L | ||
|startup= |active= |recovery= |frameAdv= | |startup=7 |active=3 |recovery=13 |frameAdv=-3 | ||
|description= | |description= | ||
* One of SSB Goku's lows | * One of SSB Goku's lows | ||
* Very short range. | |||
* Slower startup and longer recovery compared to 5L. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard=L | |damage=700 |guard=L | ||
|startup= |active= |recovery= |frameAdv= | |startup=10 |active=3 |recovery=18 |frameAdv=-5 | ||
|description= | |description= | ||
* Can combo into 5LL but has to be slightly delayed. | * Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLMH instead to start combo. | ||
* 5LL2M is good for block strings to mixup the opponent because they are expecting an overhead from 5LLL autocombo. | |||
* iAD j.S 2M has deceptively long range and can hit from almost full screen. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=14 |active=3 |recovery=30 |frameAdv=-17 | ||
|description= | |description= | ||
* Universal anti-air | * Universal anti-air | ||
* Poor horizontal reach | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=H | |damage=850 |guard=H | ||
|startup= |active= |recovery= |frameAdv= | |startup=24 |active=6 |recovery=10 |frameAdv=0 | ||
|description= | |description= | ||
* Universal Overhead | * Universal Overhead | ||
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|description= | |description= | ||
* Good air to air normal. Can cross the opponent up, if delayed enough. | * Good air to air normal. Can cross the opponent up, if delayed enough. | ||
Using an IAD and delaying this move will cause it to cross up your opponent. | Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=600 |guard=All | |damage=600 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=13 |active=1 |recovery=27 |frameAdv=-7 | ||
|description= | |description= | ||
* 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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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard=All | |damage=850 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=11 |active=4 |recovery=23 |frameAdv=-11 | ||
|description= | |description= | ||
* Average 2H. Doesn't have much use outside of combos | * Average 2H. Doesn't have much use outside of combos | ||
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|version=L | |version=L | ||
|damage=900 |guard=All | |damage=900 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= 11|active= 6|recovery= 22|frameAdv= -5 | ||
|description= | |description= | ||
* Has similar properties to a super dash while moving forward and will beat ki blasts | * Has similar properties to a super dash while moving forward and will beat ki blasts | ||
* Generally used during a blockstring. 2H into 236L is a true blockstring. | |||
Generally used during a blockstring. | |||
}} | }} | ||
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|version=M | |version=M | ||
|damage=1000 |guard=All | |damage=1000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= 17|active= 8|recovery= 24|frameAdv= -5 | ||
|description= | |description= | ||
* Good for extending combos in the corner | * Good for extending combos in the corner | ||
* Wall bounces | * Wall bounces | ||
* The M version travels forward a lot further than the L version at about 90% of the screen. However, startup is much longer. | |||
The M version travels forward a lot further than the L version at about 90% of the screen. In the corner, you can use the wall bounce you get on hit to link a delayed 2M or 5M and go into an aerial combo. | * In the corner, you can use the wall bounce you get on hit to link a delayed 2M or 5M and go into an aerial combo. Combos into DR after wallbounce for snapback. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|version=H | |version=H | ||
|damage=1100 |guard=All | |damage=1100 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= 34|active= 8|recovery= 24|frameAdv= -5 | ||
|description= | |description= | ||
* Teleports and comes out of the other side of the screen | * Teleports and comes out of the other side of the screen | ||
* Wall bounces | * Wall bounces | ||
* Does NOT track vertically | * Does NOT track vertically | ||
* Useful for mind games. | |||
Useful for mind games. | |||
}} | }} | ||
}} | }} | ||
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|version=L | |version=L | ||
|damage=1000 |guard=Throw | |damage=1000 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup= 26, 8|active= 2, 3|recovery= 18|frameAdv= -5 | ||
|description= | |description= | ||
* All versions can be converted into a combo midscreen by using Vanish | * [https://www.youtube.com/watch?v=oLenp1G-Ofo&feature=youtu.be A unique command grab that requires some setup] | ||
* The followup will come out even if the initial command grab whiffs | * All versions can be converted into a combo midscreen by using Vanish or a combo extender assist like goku or vegeta | ||
* The followup will come out even if the initial command grab whiffs but you lose your turn after that. | |||
* This can be used during a blockstring to mixup opponent. Needs to be covered by assist to be safe. Assist, 66L, 214L | |||
}} | }} | ||
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|version=M | |version=M | ||
|damage=1000 |guard=Throw | |damage=1000 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup= 26|active= 2|recovery= 33|frameAdv= | ||
|description= | |description= | ||
* Wall Bounces, allowing you to get a combo in the corner by linking 2M > 5M | * Wall Bounces, allowing you to get a combo in the corner by linking 2M > 5M | ||
* Better used as a replacement for a dragon rush against a cornered opponent. | |||
Better used as a replacement for a dragon rush against a cornered opponent. | * Use Dash + 2L/L/M (choose one) and then 214M. This looks like a normal blockstring that starts with L and is difficult to react to. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|version=H | |version=H | ||
|damage=1200 |guard=Throw | |damage=1200 |guard=Throw | ||
|startup= |active= |recovery= |frameAdv= | |startup= 26, 12|active= 2, 3|recovery= 18|frameAdv= -5 | ||
|description= | |description= | ||
* Gives a bigger wall bounce than the M version, allowing you to get a combo in the corner. | * Gives a bigger wall bounce than the M version, allowing you to get a combo in the corner. | ||
* The followup will come out even if the initial command grab whiffs | * The followup will come out even if the initial command grab whiffs | ||
}} | }} | ||
}} | }} | ||
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|version=L | |version=L | ||
|damage=900 |guard=All | |damage=900 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= 15|active= 2+|recovery= 20|frameAdv= -3 | ||
|description= | |description= | ||
* Doesn't knock the opponent down | * Doesn't knock the opponent down | ||
* Can be used as a combo ender to allow you to keep pressuring your opponent. | |||
Can be used as a combo ender to allow you to keep pressuring your opponent. | * Even though it doesn't knockdown, you still have frame advantage when you land. | ||
}} | }} | ||
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|version=M | |version=M | ||
|damage=1000 |guard=All | |damage=1000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= 23|active= 2+|recovery= 23|frameAdv= -3 | ||
|description= | |description= | ||
* | * Gives sliding knockdown but difficult to combo into. | ||
* It is possible to combo into this with vanish but timing is tricky | |||
Placeholder | Placeholder | ||
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|version=H | |version=H | ||
|damage=1100 |guard=All | |damage=1100 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= 11|active= 2+|recovery= 20|frameAdv= -3 | ||
|description= | |description= | ||
* Causes a sliding knockdown on hit | * Causes a sliding knockdown on hit | ||
* Good for getting a hard knockdown at the end of combos you normally wouldn't be able to. | * Good for getting a hard knockdown at the end of combos you normally wouldn't be able to. | ||
* Has great corner carry, making it a good combo ender. | |||
Has great corner carry, making it a good combo ender. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=900 |guard=All | |damage=900 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= 40|active= 3|recovery= 23|frameAdv= -5 | ||
|description= | |description= | ||
* 236S teleports behind the opponent | * 236S teleports behind the opponent | ||
* 214S teleports in front of the opponent | * 214S teleports in front of the opponent. Startup for 214S is 5f faster than 236S. | ||
* Can be converted into a combo by using Vanish | * Can be converted into a combo by using Vanish | ||
* Good for punishing people who spam kamehameha from long range. | |||
Gives slight frame advantage on block | * Can be used as a left/right mixup in blockstring if covered by assist. You still need vanish to convert damage off it though. But unlike IAD j.H, this allows for a 50/50 as you can teleport to either side of opponent. | ||
* Excellent gap closer to continue pressure after catching opponent blocking your assist. | |||
* Gives slight frame advantage on block if you mash light attack after. No frame advantage if you hit blocking opponent in air. | |||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=800 |guard=All | |damage=800 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup=34 |active=7 |recovery=40 |frameAdv= | ||
|description= | |description= | ||
* | * [https://www.youtube.com/watch?v=9RMTe3UAr6c Very niche assist] that gives a sliding knockdown on hit. Its purpose is to knockdown the opponent in certain types of combo, so that you can continue the pressure instead of allowing them to escape. | ||
* Examples for this assist: Beam + Vanish combos, Super Dash Combos, 6M overhead + Assist + Super | |||
* For corner combos, you can call this assist just before you land and super. Allows for continued pressure. Eg. After Gohan's Level 1. | |||
* Can be used to combo 2 supers together. Eg. Holy Light Grenade from Goku Black, Trunk's Burning Attack, Bardock's Bionic Arm. You can also combo into Level 1 to Level 3 for Goku B and Bardock. | |||
* This assist is not useful as a combo extender or to control space in the neutral game as it is not designed for that. | |||
}} | }} | ||
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|version=Ground | |version=Ground | ||
|damage=2050 |guard=All | |damage=2050 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= 9+4|active= 45|recovery= 37|frameAdv= -20 | ||
|description= | |description= | ||
}} | }} | ||
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|version=Air | |version=Air | ||
|damage=2050 |guard=All | |damage=2050 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= 9+4|active= 45|recovery= 37|frameAdv= -20 | ||
|description= | |description= | ||
* Goku teleports before leaping into the air to fire off an angled Kamehameha. The Kamehameha causes a knockdown on hit. | * Goku teleports before leaping into the air to fire off an angled Kamehameha. The Kamehameha causes a knockdown on hit. | ||
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|version=Normal Attack | |version=Normal Attack | ||
|damage=4220 |guard=All | |damage=4220 |guard=All | ||
|startup= 9+3|active= 5|recovery= 26|frameAdv= -15 | |||
|description= | |description= | ||
}} | }} | ||
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|header=off | |header=off | ||
|damage=4220, 1710 |guard= | |damage=4220, 1710 |guard= | ||
|startup= |active= |recovery= |frameAdv= | |startup= 9+3|active= 5|recovery= 26|frameAdv= -15 | ||
|description= | |description= | ||
* Pay 2 extra Ki bars to perform an extended attack. | * Pay 2 extra Ki bars to perform an extended attack. |
Revision as of 07:53, 22 May 2018
Son Goku (SSGSS) |
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Health: 10,000 Prejump: Assist Cooldown:
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Navigation
Overview
The "Super Saiyan God Super Saiyan" or Super Saiyan Blue represents the greatest height of fighting prowess attainable by Saiyans.
In Dragon Ball FighterZ, Goku has strong mobility options and can open up opponents easily with several lows, teleports, command grabs and mixups.
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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