< DBFZ
(→5M) |
|||
(24 intermediate revisions by the same user not shown) | |||
Line 30: | Line 30: | ||
</div> | </div> | ||
==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=== | ||
Line 129: | Line 129: | ||
{{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 | ||
Line 142: | Line 142: | ||
{{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 | ||
Line 157: | Line 157: | ||
{{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. | * Very short range. | ||
* Slower startup compared to 5L | * Slower startup and longer recovery compared to 5L. | ||
}} | }} | ||
}} | }} | ||
Line 172: | Line 172: | ||
{{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. If you have trouble with the timing, do 5LLMH instead to start combo. | * Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLMH instead to start combo. | ||
Line 188: | Line 188: | ||
{{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 | ||
Line 203: | Line 203: | ||
{{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 | ||
Line 256: | Line 256: | ||
{{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= | ||
Line 274: | Line 274: | ||
{{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 | ||
Line 291: | Line 291: | ||
|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 | ||
Line 301: | Line 301: | ||
|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. However, startup is much longer. 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. | * 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 | ||
Line 312: | Line 312: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 332: | Line 331: | ||
|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] | ||
* 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. | * 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 | * This can be used during a blockstring to mixup opponent. Needs to be covered by assist to be safe. Assist, 66L, 214L | ||
Line 343: | Line 343: | ||
|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 | ||
Line 353: | Line 353: | ||
|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. | ||
Line 370: | Line 370: | ||
|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 | ||
Line 381: | Line 381: | ||
|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. | * Gives sliding knockdown but difficult to combo into. | ||
Line 392: | Line 392: | ||
|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 | ||
Line 409: | Line 409: | ||
{{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 | ||
Line 430: | Line 430: | ||
{{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= | ||
* 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. | * [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 | * 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 | * 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. | * 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. | * This assist is not useful as a combo extender or to control space in the neutral game as it is not designed for that. | ||
Line 455: | Line 455: | ||
|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= | ||
}} | }} | ||
Line 462: | Line 462: | ||
|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. | ||
Line 481: | Line 481: | ||
|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= | ||
}} | }} | ||
Line 489: | Line 489: | ||
|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) |
---|
Health: 10,000 Prejump: Assist Cooldown:
|
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 |
---|---|
|
|
Normals
5L
5L |
---|
5M
5M |
---|
5H
5H |
---|
5S
5S |
---|
2L
2L |
---|
2M
2M |
---|
2H
2H |
---|
6M
6M |
---|
j.L
j.L |
---|
j.M
j.M |
---|
j.H
j.H |
---|
j.S
j.S |
---|
j.2H
j.2H |
---|
Specials
Divine Void Strike
Divine Void Strike 236L/M/H |
---|
Super God Shock Flash
Super God Shock Flash 214L/M/H |
---|
Dragon Flash Kick
Dragon Flash Kick j.214L/M/H |
---|
Instant Transmission
Instant Transmission 236S or 214S (Air OK) |
---|
Assist
Dragon Flash Kick A1/A2 |
---|
Supers
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK) |
---|
x10 Kaioken Kamehameha
x10 Kaioken Kamehameha 214L+M or 214H+S |
---|