DBFZ/SSB Goku: Difference between revisions

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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
* 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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* 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.  
* 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 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 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 and/or assists to combo after many of his special moves (eg. Instant Transmission, Divine Void Strike, etc).
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* 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


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Revision as of 23:44, 12 August 2018

Son Goku (SSGSS)
DBFZ SSB Goku Portrait.png

Health:

Prejump:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Mixup

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
  • 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.
  • 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. One of the few characters who has a level 5 finisher.
  • 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.
  • Assist lacks versatility, as it generally cannot be used to extend combos. Usually only optimal as pressure tool and a combo ender.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ SSBGoku 5L.png
DBFZ SSBGoku 5LL.png
DBFZ SSBGoku 5LLL.png
UNGA
400 All - 6 4 11 - - 700 L - 10 3 19 - - 1000 H - 26 3 18 - -
5M
5M
DBFZ SSBGoku 5M.png
700 All - 10 3 18 - -
5H
5H
DBFZ SSBGoku 5H.png
850 All - 14 6 18 - -
5S
5S
DBFZ SSBGoku 5S.png
300 All - 13 1-51 24 - -
2L
2L
DBFZ SSBGoku 2L.png
400 L - 7 3 13 - -
2M
2M
DBFZ SSBGoku 2M.png
700 L - 10 3 18 - -
2H
2H
DBFZ SSBGoku 2H.png
850 All - 14 3 30 - -
6M
6M
850 H - 24 6 10 - -
j.L
j.L
DBFZ SSBGoku jL.png
400 H - - -
j.M
j.M
DBFZ SSBGoku jM.png
700 H - - -
j.H
j.H
DBFZ SSBGoku jH.png
850 H - - -
j.S
j.S
DBFZ SSBGoku jS.png
Shades of Akuma
600 All - 13 1 27 - -
j.2H
j.2H
DBFZ SSBGoku j2H.png
850 All - 11 4 23 - -

Specials

Divine Void Strike
Divine Void Strike
236L/M/H
DBFZ SSBGoku DivineVoidStrike.png
Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
900 All - 11 6 22 - - 1000 All - 17 8 24 - - 1100 All - 34 8 24 - -
Super God Shock Flash
Super God Shock Flash
214L/M/H
DBFZ SSBGoku SuperGodShockFlash.png
"Hey, what's that on your shirt?"
DBFZ SSBGoku SuperGodShockFlash-2.png
"PSYCH, GOT'EM!"
1000 Throw - 26, 8 2, 3 18 - - 1000 Throw - 26 2 33 - - 1200 Throw - 26, 12 2, 3 18 - -
Dragon Flash Kick
Dragon Flash Kick
j.214L/M/H
DBFZ SSBGoku DragonFlashKick.png
"Wait a sec... This isn't Flash Kick...!"
900 All - 15 2+ 20 - - 1000 All - 23 2+ 23 - - 1100 All - 11 2+ 20 - -
Instant Transmission
Instant Transmission
236S or 214S (Air OK)
DBFZ SSBGoku InstantTransmission.png
*pop*
DBFZ SSBGoku InstantTransmission-2.png
"Over here!"
900 All - 40 3 23 - -

Assist

Dragon Flash Kick
A1/A2 "Geronimo...!"
800 All - 34 7 40 - -

Supers

Extreme Speed Kamehameha
Extreme Speed Kamehameha
236L+M or 236H+S (Air OK)
DBFZ SSBGoku ExtremeSpeedKamehameha.png
"You're finished!"
DBFZ SSBGoku ExtremeSpeedKamehameha-2.png
2050 All - 9+4 45 37 - - 2050 All - 9+4 45 37 - -
x10 Kaioken Kamehameha
x10 Kaioken Kamehameha
214L+M or 214H+S
DBFZ SSBGoku x10KaiokenKamehameha.png
"KAIOKEN!"
DBFZ SSBGoku x10KaiokenKamehameha2.png
"TIMES 10!"
DBFZ SSBGoku EvolvedAttack.png
Discount Dragon Fist
4220 All - 9+3 5 26 - - 4220, 1710 - 9+3 5 26 - -

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