< DBFZ
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* | * 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. | ||
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* 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. One of the few characters who has a level 5 finisher. | * 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. | ||
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* 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. | ||
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|startup= 15|active= 2+|recovery= 20|frameAdv= -3 | |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. | * Even though it doesn't knockdown, you still have frame advantage when you land. | ||
* Small frame disadvantage allows for risky pressure after block confirm. | |||
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* Gives sliding knockdown but difficult to combo into. | * Gives sliding knockdown but difficult to combo into. | ||
* It is possible to combo into this with vanish but timing is tricky | * 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 |
Revision as of 23:44, 12 August 2018
Son Goku (SSGSS) |
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Prejump: Assist Cooldown:
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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 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 |
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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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