< DBFZ
(→j.M) |
|||
(43 intermediate revisions by 5 users not shown) | |||
Line 7: | Line 7: | ||
|- | |- | ||
|| | || | ||
{{CharData-DBFZ | {{CharData-DBFZ|SSBGoku}} | ||
| | |||
}} | |||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
Line 20: | Line 15: | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</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. | 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 | 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=== | ||
Line 40: | Line 27: | ||
|- style="vertical-align:top;text-alighn:left" | |- style="vertical-align:top;text-alighn:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Decent 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. | ||
Line 46: | Line 33: | ||
* 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. | * 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. | * Versatile supers, as they are very easy to combo into and deal high damage. One of the few characters who has a level 5 finisher. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps. | * Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps. | ||
* 5LLL overhead is very slow and can be punished. Requires assist or strong conditioning of opponents to use overhead as a usable mixup. | |||
* 5LLL overhead is very slow. Requires assist or strong conditioning of opponents to use overhead as a | |||
* 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. | ||
|- | |- | ||
|} | |} | ||
{{CharLinks-DBFZ|SSBGoku}} | |||
<br clear=all/> | <br clear=all/> | ||
Line 68: | Line 54: | ||
|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. | ||
Line 88: | Line 74: | ||
|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 | ||
Line 98: | Line 84: | ||
|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= | ||
* 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. | * 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. | ||
}} | }} | ||
}} | }} | ||
Line 111: | Line 99: | ||
{{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. | ||
Line 125: | Line 113: | ||
{{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 138: | Line 126: | ||
{{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 153: | Line 141: | ||
{{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 168: | Line 156: | ||
{{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 184: | Line 172: | ||
{{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 199: | Line 187: | ||
{{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 252: | Line 240: | ||
{{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. | |||
}} | }} | ||
}} | }} | ||
Line 267: | Line 258: | ||
{{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 284: | Line 275: | ||
|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. | |||
}} | }} | ||
Line 295: | Line 285: | ||
|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 | ||
Line 306: | Line 296: | ||
|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 326: | Line 315: | ||
|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 | |||
}} | }} | ||
Line 338: | Line 327: | ||
|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 | ||
Line 348: | Line 337: | ||
|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 | ||
}} | }} | ||
}} | }} | ||
Line 366: | Line 354: | ||
|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 but causes a soft reset | ||
* 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. | ||
* Small frame disadvantage allows for risky pressure after block confirm. | |||
}} | }} | ||
Line 377: | Line 366: | ||
|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. Easiest to combo off of L Dragon Flash Kick into vanish while being high in the air | |||
Placeholder | Placeholder | ||
Line 387: | Line 377: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 405: | Line 394: | ||
{{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. | |||
}} | }} | ||
Line 424: | Line 415: | ||
{{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=jONsreLjKO4 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. | |||
}} | }} | ||
Line 445: | Line 440: | ||
|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 452: | Line 447: | ||
|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 471: | Line 466: | ||
|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 479: | Line 474: | ||
|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. | ||
Line 490: | Line 485: | ||
}} | }} | ||
---- | ---- | ||
{{CharLinks | {{CharLinks-DBFZ|SSBGoku}} | ||
| | |||
}} | |||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Goku]] | [[Category: Goku]] |
Revision as of 23:44, 12 August 2018
Son Goku (SSGSS) |
---|
Prejump: Assist Cooldown:
|
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 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 |
---|---|
|
|
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 |
---|