< DBFZ
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* Stays in place. If the grab whiffs, does a short ranged punch as followup. | * Stays in place. If the grab whiffs, does a short ranged punch as followup. | ||
* On hit, the grab knocks the opponent away into a SKD, while the punch only launches them. | * On hit, the grab knocks the opponent away into a SKD, while the punch only launches them. | ||
At 17f of startup, it's the only unreactable command grab in the game that not only gives you SKD oki, but also can be converted without Supers. The only weakness 214L has over other 17f grabs is its short range, usually requiring a microdash to connect mid-blockstring. | |||
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{{AttackVersion|name=M}} | {{AttackVersion|name=M}} |
Revision as of 00:37, 11 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Goku (SSGSS) | |
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Play-style | Rushdown, Mix-up |
Team Role | Point |
Overview
"This is what it looks like to go beyond Super Saiyan God!" | |
Lore: | Time after defeating Majin Buu, Goku works as a radish farmer, before he hears about Beerus, a God of Destruction of legendary power. Yet, Goku was unable to defeat him on his own however, even with a mastered Super Saiyan 3 form. From Shenron, Goku would hear about the Super Saiyan God ritual, and with five pure hearted Saiyans pouring their energy into him, Goku became a Super Saiyan God to fight Beerus, and later absorbed this power into his base form. After attaining this new height in power, Goku started to train with the God of Destruction Beerus' teacher, Whis, after hearing Vegeta was already there, and both would expand upon their 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 combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans exclusively. |
Playstyle
SSB Goku SSB Goku has a similar fighting style to that of his SSJ form, but brings a playstyle consisting of strong mixup 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.
Pros
Cons
- Strong neutral options: Very powerful ki blast, j.S in particular keeps your air momentum making it extremely strong, Divine Void Strike which beats ki blast, Dragon Flash Kick and Instant Transmission.
- Epic 2M of death: Very active, very fast, high reward and surprisingly short recovery. SSB Goku's 2M is one of the best of its kind.
- Extremely scary at close range: Good stagger, fast lows, unreactable command grab.
- Easy sliding knockdowns: Has multiple meterless sliding knockdowns from anywhere on screen using Dragon Flash Kick or Instant Transmission.
- Very high corner combo damage: SSB Goku's corner loops give him extremely high damage, solo or assisted.
- Versatile Supers: Supers are very easy to combo into and deal high damage.
- Very high skill ceiling: His best combo routes require above average execution and awareness.
- High commitment: His neutral tools while good, most are very high commitment and need to be timed well. Prefers neutral assists to function well, as he can't reliably get in by himself.
- Can be resource dependent: Requires alot of condition to open opponents up without using heavy Dragon Flash Kick mix-ups. High risk neutral without assist.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Divine Void Strike
Divine Void Strike 236L/M/H (Air OK) |
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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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Z Assists
Assist A
Dragon Flash Kick Assist A |
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Assist B
Divine Void Strike Assist B |
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Assist C
Instant Transmission Assist C |
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Super Moves
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 |
Template:AttackDataHeader-DBFZ |
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To edit frame data, edit values in DBFZ/SSB Goku/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.