DBFZ/SSB Goku: Difference between revisions

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* Can open up opponents easily due to having access to several lows, teleports and command grabs.
* Can open up opponents easily due to having access to several lows, teleports and command grabs.
* Only assist in the game that causes a hard knockdown.
* Only assist in the game that causes a hard knockdown.
* j. 214H is a excellent corner carry that allows him to setup to his high damage combos.
* Very high corner combo damage; can extend combos with dive kicks into assists.
* Very high corner combo damage; can extend combos with dive kicks into assists.
* Versatile supers; they are easy to combo into and deal high damage.  
* Versatile supers; they are easy to combo into and deal high damage.  

Revision as of 05:58, 23 February 2018

SSB Goku
DBFZ SSB Goku Portrait.png

Health: 10,000

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 fights similarly to the original, but with strong attacks that can overwhelm his opponents, offsetting them with teleports and punishing them with furious blows.

Strengths/Weaknesses

Strengths Weaknesses
  • Strong neutral options; having a fast and mobile approach option with 236X and dive kicks.
  • Can open up opponents easily due to having access to several lows, teleports and command grabs.
  • Only assist in the game that causes a hard knockdown.
  • j. 214H is a excellent corner carry that allows him to setup to his high damage combos.
  • Very high corner combo damage; can extend combos with dive kicks into assists.
  • Versatile supers; they are easy to combo into and deal high damage.
  • Generally has to use meter to get a hard knockdown mid screen.
  • Gets lamed out by zoners and his teleports are easily punishable.
  • No meterless reversal.
  • High/low mixups is lacking due to his 5LLL being very slow.
  • Assist lacks versatility; usually only optimal as a pressure tool.


Normals

5L
5L
DBFZ SSBGoku 5L.png
DBFZ SSBGoku 5LL.png
DBFZ SSBGoku 5LLL.png
UNGA
400 All - - - 700 L - - - 1000 H - - -
5M
5M
DBFZ SSBGoku 5M.png
700 All - - -
5H
5H
DBFZ SSBGoku 5H.png
850 All - - -
5S
5S
DBFZ SSBGoku 5S.png
300 All - - -
2L
2L
DBFZ SSBGoku 2L.png
400 L - - -
2M
2M
DBFZ SSBGoku 2M.png
700 L - - -
2H
2H
DBFZ SSBGoku 2H.png
850 All - - -
6M
6M
850 H - - -
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
600 All - - -
j.2H
j.2H
DBFZ SSBGoku j2H.png
850 All - - -

Specials

Divine Void Strike
Divine Void Strike
236L/M/H
DBFZ SSBGoku DivineVoidStrike.png
900 All - - - 1000 All - - - 1100 All - - -
Super God Shock Flash
Super God Shock Flash
214L/M/H
DBFZ SSBGoku SuperGodShockFlash.png
"Hey whats that on your shirt"
DBFZ SSBGoku SuperGodShockFlash-2.png
"SIKE, GOTTEM"
1000 Throw - - - 1000 Throw - - - 1200 Throw - - -
Dragon Flash Kick
Dragon Flash Kick
j.214L/M/H
DBFZ SSBGoku DragonFlashKick.png
"Wait a sec... This isn't Flash Kick...!"
900 All - - - 1000 All - - - 1100 All - - -
Instant Transmission
Instant Transmission
236S or 214S (Air OK)
DBFZ SSBGoku InstantTransmission.png
DBFZ SSBGoku InstantTransmission-2.png
900 All - - -

Assist

Dragon Flash Kick
A1/A2
800 All - - -

Supers

Extreme Speed Kamehameha
Extreme Speed Kamehameha
236L+M or 236H+S (Air OK)
DBFZ SSBGoku ExtremeSpeedKamehameha.png
DBFZ SSBGoku ExtremeSpeedKamehameha-2.png
2050 All - - - 2050 All - - -
x10 Kaioken Kamehameha
x10 Kaioken Kamehameha
214L+M or 214H+S
DBFZ SSBGoku x10KaiokenKamehameha.png
"KAIOKEN!"
DBFZ SSBGoku EvolvedAttack.png
"TIMES 10!"
4220 All - - - 4220, 1710 - - -

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