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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.
The only 17f (note: unreactable) command grab that can be converted into a combo with resources. Thought it often can't connect mid-blockstring and requires a microdash.
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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Revision as of 00:37, 11 July 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Goku (SSGSS)
DBFZ SSB Goku Portrait.png
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
DBFZ SSBGoku 5L.png
DBFZ SSBGoku 5LL.png
DBFZ SSBGoku 5LLL.png
The online special
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5L

Standard jab, and Goku's fastest normal.

4LL > 2M or 2LL > 2M are really strong stagger string.

5LL
  • Launches on hit.

Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches.

The large amount of hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes.

5LLL
  • 5LL > 5LLL has a massive gap in between.
  • Combos into SD midsceen or even links to air normals in the corner.

Very slow, highly telegraphed, and the reward isn't so big. Since the threat of 214X exists, the opponent will be more likely to mash and they'll punish 5LLL outright if it's not covered with assists.

5M
5M
DBFZ SSBGoku 5M.png
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  • Holding Template:4 reduces forward momentum and recovery.

5M has extremely good range, even longer reach than 2M. 5M with dash momentum is very scary.

4M is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M.

5H
5H
DBFZ SSBGoku 5H.png
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  • Wall splats on Smash hit. Combos into SD.
  • Non-Smash only combos into SD in the corner.

Used for block string and combo filler.

A quirk this move has is that mid blockstring, it can beat Solo Guard Cancel clean on reaction.

5S
5S
DBFZ SSBGoku 5S.png
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  • Mash or hold S to shoot all 6 Ki blasts.
  • Last Ki blast launches on hit.

This is his only grounded projectile, making it vital for his neutral game.

You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.

2L
2L
DBFZ SSBGoku 2L.png
Had to go SSGSS to learn how to poke toes
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Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists.

2M
2M
DBFZ SSBGoku 2M.png
Super Saiyan God Super Saiyan normal
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  • Great range and very active hitbox.
  • Launches on hit.

His third low. IAD j.S ▷ 2M has deceptively long range.

Arguably the best 2M in the game with its combination of fast startup, low recovery, low profile, deceptive reach, and high reward, making it a force to be reckoned with during neutral and offense. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. 5S 2M is also especially strong since it also spaces Goku for his 2M > 4M shenanigans.

You can also just throw this out in neutral/scrambles and watch as they get hit by it second-guessing themselves.

2H
2H
DBFZ SSBGoku 2H.png
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  • Puts Goku airborne.
  • Smash hit has more hitstun and combos into SD.

Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully.

Smash hit can also combo into j.236S for a quick sides switch into SKD.

On block, cancel into j.236L to stay safe (-2) or j.214H with an assist for mixups.

6M
6M Template:AttackDataHeader-DBFZ
  • Counts as airborne.
  • Uses the same hitboxes and hurtboxes as Goku's j.H.
j.L
j.L
DBFZ SSBGoku jL.png
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Standard air jab.

j.M
j.M
DBFZ SSBGoku jM.png
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Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or microdash 5L, depending on the height.

j.H
j.H
DBFZ SSBGoku jH.png
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5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Smash hit causes sliding knockdown.

Go-to jump in.

j.S
j.S
DBFZ SSBGoku jS.png
Shades of Akuma
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  • Doesn't halt air momentum like most j.S.
  • Doesn't launches airborne opponent like most j.S, instead it pushes them down.

Forward IAD j.S beats anti-airs and puts Goku +10 at minimum.

Due to maintaining full momentum, IAD j.X > j.S will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD j.M(L)2H > delay j.S would always connect. j.S214L coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into 2M punish, but the thought of reflecting j.S at all is a gamble because the Ki blast might not even come out.

j.2H
j.2H
DBFZ SSBGoku j2H.png
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  • Smash hit has more hitstun and combos into SD.

Basic air launcher. Similar to 2H, Smash j.2H can also combo into j.236S.

Special Moves

Divine Void Strike
Divine Void Strike
236L/M/H (Air OK)
DBFZ SSBGoku DivineVoidStrike.png
Original move
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  • Removes other landing recovery.
Ground L
Air L
  • Deflects Ki blasts from frame 4.
  • Goes almost half screen.

A safe blockstring ender and a great combo filler, used in Goku's advanced combos.

Ground M
Air M
  • Deflects Ki blasts from frame 4.
  • Goes 75% of the screen.
  • Smash hit can wall splat. Smash 5MMM can wall bounce.

Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of 2H > j.236M, it beats even counter 2H.

Used in corner BnBs. Smash j.236M also link into j.DR in the corner for an easy snapback.

Ground H
Air H
  • Deflects Ki blasts from frame 1.
  • Teleports toward to the other wall, then charges backward.
  • Goes fullscreen. Air version has slight vertical tracking.
  • Wall bounces on Smash hit.
  • Air version on ground block (2H > j.236H + assist) leaves Goku at -5 in the air.

A good neutral check that can be solo converted anywhere on screen.

Not a good idea to use as a reversal as the invul from teleporting comes in too late.

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
TICK THROW
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  • Smash on the throw.
  • Values in [] is if the throw whiffs.
  • Can only grab grounded or "grounded-by-proximity" opponents.
  • D Smash grab has identical effect to 214L.
  • After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore.
L
  • 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.

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.

M
  • Teleports a short distance forward before the grab.
  • U Smash hit wall bounces.

The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold Template:4 and walk out of the grab.

Though, it's almost half the speed of 214L and the lack of a follow-up makes it incredibly unsafe.

H
  • Has the range of 214M and the safe punch of 214L.
  • U Smash hit wall bounces.

Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than 214M.

† Currently bugged, dealing regular amount of blue health (instead of no blue health) and building a tiny bit of meter on Smash hit unlike other EX specials.

Dragon Flash Kick
Dragon Flash Kick
j.214L/M/H
DBFZ SSBGoku DragonFlashKick.png
"Wait a sec... This isn't Flash Kick...!"
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L
  • Reels back a tiny bit before diving 45 degree downward.
  • Advantage ranges from -1 to -6. 2H > j.214L is a true blockstring that leaves Goku at -3 on the ground.

One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension.

Does slightly more damage than j.H and can combo from j.S, making this move slightly more preferable to j.H in assisted and Vanish combos.

M
  • Smash hit causes sliding knockdown.
  • Advantage ranges from -1 to -6. 2H > j.214M has a gap that beats counter 2H, leaves Goku at -3 on the ground.

Goku's anywhere meterless SKD. It's almost always better than j.H as a solo combo ender.

H
  • On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown.
  • On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody for a double sideswitch.
  • Advantage ranges from -3 to -7. 2H > j.214H is a true blockstring that leaves Goku at -4 in the air.

j.S > j.214H is an okay solo combo ender in case you can't use j.214M, but where this move really shines is as a mixup tool covered by assists.

After a blocked j.214H, Goku can do a 4-way mixup with empty 2L, empty 214L, airdash crossup j.S, late airdash same side j.L. However, late airdash j.L while universal is rather hard to pull off, the entire setup requires good blockstun assists and a 2H in the string, so it's susceptible to GC.

Instant Transmission
Instant Transmission
236S or 214S (Air OK)
DBFZ SSBGoku InstantTransmission.png
"Did he just remember he could do that?"
DBFZ SSBGoku InstantTransmission-2.png
"Your father's an idiot."
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236S
or j.236S
214S
or j.214S
  • Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, 214S goes in front. Uses the direction Goku's facing to determine how he teleports.
  • After teleporting, the move still has some vertical tracking to make sure it connects.
  • Smash hit causes sliding knockdown.

High risk, decent reward neutral check. It's easily 2H-able if the opponent is ready, but you get some oki if it hits and solo pressure if they block it.

Z Assists

Assist A
Dragon Flash Kick
Assist A Actually does something now
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  • Has some horizontal tracking.
  • Ground bounce into sliding knockdown on hit.

A screen control assist, cutting through almost everything in neutral. On hit, the ground bounce also enables unique air-to-ground extension unlike most other pop-up assists.

Can also be used right before a low recovery Super like Bardock and AGohan's 236LM for a SKD they otherwise wouldn't get.

Assist B
Divine Void Strike
Assist B
DBFZ SSBGoku DivineVoidStrike.png
Original assist
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  • Deflects Ki Blasts.
  • Launches on hit.

Basic strike assist. Good for raw Super Dash + assist.

Assist C
Instant Transmission
Assist C
DBFZ SSBGoku InstantTransmission-2.png
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  • Tracks the opponent anywhere on screen.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.

Super Moves

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
"EYAAAAH!"
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Ground
Air
  • Doing raw, ground version will slightly adjust position for that it hits, air version stays still.
  • Mid-combo, both version teleports to the opponent instead, though the angle isn't always the best. Always shows up from the direction Goku's facing.
  • Last hit causes sliding knockdown.
  • Minimum damage: 75*10 (750).

Similar to SS Goku, he does have safe jump setup from this with j.LL2H > j.236L+M into airdash j.H, but it's not universal.

x10 Kaioken Kamehameha
x10 Kaioken Kamehameha
214L+M or 214H+S
DBFZ SSBGoku x10KaiokenKamehameha.png
"KAIOKEN!"
DBFZ SSBGoku x10KaiokenKamehameha2.png
"I'll finish this right now!"
DBFZ SSBGoku EvolvedAttack.png
"THERE YOU ARE!"
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x10 Kaioken Kamehameha
Evolved Attack
Hold L/M/H/S on hit
  • Hits fullscreen.
  • There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick.
  • Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659.

Only do the 2 bar extension if you wanna see the cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side.

Navigation

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.

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