DBFZ/SS Goku: Difference between revisions

From Dustloop Wiki
(3 intermediate revisions by 2 users not shown)
Line 49: Line 49:
|image=DBFZ_SSGoku_5L.png |caption=Sweet and simple.
|image=DBFZ_SSGoku_5L.png |caption=Sweet and simple.
|image2=DBFZ_SSGoku_5LL.png |caption2=Medium in disguise.
|image2=DBFZ_SSGoku_5LL.png |caption2=Medium in disguise.
|image3=DBFZ_SSGoku_5LLL.png |caption3=Walker Texas Ranger
|image3=DBFZ_SSGoku_5LLL.png |caption3=Roadhouse!
|name=5L
|name=5L
|data=
|data=
Line 57: Line 57:
  |startup=6 |active=3 |recovery= |frameAdv=-3
  |startup=6 |active=3 |recovery= |frameAdv=-3
  |description=
  |description=
* Goku does a short jab.
* Can be canceled into form itself, even on whiff.
* Can be canceled into form itself, even on whiff.
* Jump cancelable on hit.
* Jump cancelable on hit.
Basic 5L. Shares near identical frame data with 2L, but its less overall frames and its better whiff cancelable properties make this a safer button to throw out in neutral. It also has more range, a better hitbox for catching airborne opponents, and can be jump canceled. Input as 4LL to string together two 5L's in a row.
 
Goku does a short jab. Basic 5L. Shares near identical frame data with 2L, but its less overall frames and its better whiff cancelable properties make this a safer button to throw out in neutral. It also has more range, a better hitbox for catching airborne opponents, and can be jump canceled. Input as 4LL to string together two 5L's in a row.
 
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 68: Line 69:
  |startup= |active=3 |recovery= |frameAdv=-4
  |startup= |active=3 |recovery= |frameAdv=-4
  |description=
  |description=
* Goku does a gut punch.
* Can be canceled into from 5L, even on whiff.
* Can be canceled into from 5L, even on whiff.
* Jump cancelable on hit.
* Jump cancelable on hit.
The follow-up from Goku's jab. It deals damage and scales like a medium, making this a very good button. It has less range than his mediums though, so make sure not to whiff with this move.
 
Goku does a gut punch. The follow-up from Goku's jab. It deals damage and scales like a medium, making this a very good button. It has less range than his mediums though, so make sure not to whiff with this move.
 
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 79: Line 81:
  |startup= |active=18 |recovery= |frameAdv=-5
  |startup= |active=18 |recovery= |frameAdv=-5
  |description=
  |description=
* Goku does a roundhouse. Autocombos into super dash. If the j.5LLL autocombo is completed after this hit, a random Dragon Ball is obtained.
* Uses up Goku's Smash. Always Smashes even if his Smash was already used.
* The only hit of the autocombo needed to obtain a guaranteed Dragon Ball.
* If the air autocombo is completed after this hit, a random Dragon Ball is obtained.
* The only hit of the grounded autocombo needed to obtain a guaranteed Dragon Ball.
* Can be canceled into from 5LL, even on whiff.
* Can be canceled into from 5LL, even on whiff.
* Has an interesting property where the hitbox reaches behind Goku.
* When all other characters are down, this move is Goku's Guard Cancel attack.
* When all other characters are down, this move is Goku's Guard Cancel attack.
Goku's autocombo finisher lacks practicality, as it offers no mix-up potential and doesn't provide him any combo routes that are as damaging as those of his mediums while also using up his Smash. To make matters worse, the hitbox of this move is firmly horizontal, making it near impossible to combo into this move from vanishes, which also makes the autocombo's automatic side correction irrelevant, as it already hits both sides and cannot anti-air. However, this move is safe on block, can lead to guaranteed Dragon Balls, and allows provides a Smash, regardless of whether it was already used or not.
 
Goku does a roundhouse that autocombos into super dash and also has an interesting property where the hitbox reaches behind him. Goku's autocombo finisher lacks practicality, as it offers no mix-up potential and doesn't provide him any combo routes that are as damaging as those of his mediums while also using up his Smash. To make matters worse, the hitbox of this move is firmly horizontal, making it near impossible to combo into this move from vanishes, which also makes the autocombo's automatic side correction irrelevant, as it already hits both sides and cannot anti-air. Not all is lost, as this move has the damage and scaling of a heavy while also being safe on block.
  }}
  }}
}}
}}
Line 122: Line 125:
====== <font style="visibility:hidden" size="0">5S</font> ======
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_5S.png |caption=
|image=DBFZ_SSGoku_5S.png |caption=HADOUKEN
|name=5S
|name=5S
|data=
|data=
Line 129: Line 132:
  |startup=13 |active= |recovery= |frameAdv=-4
  |startup=13 |active= |recovery= |frameAdv=-4
  |description=
  |description=
Goku shoots a ki blast. Can be repeated up to six times.
* 6th blast causes soft KD on grounded hit
* 6th blast causes soft KD on grounded hit


Goku shoots a ki blast. Can be repeated up to six times and can confirm into a full combo by using vanish. Be careful when using Ki Blasts in neutral, as they can be deflected by Superdashes or by super armored moves.
  }}
  }}
}}
}}
Line 263: Line 266:
====== <font style="visibility:hidden" size="0">j.S</font> ======
====== <font style="visibility:hidden" size="0">j.S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_jS.png |caption=
|image=DBFZ_SSGoku_jS.png |caption=Sparking Blast + j.S = Damage
|name=j.S
|name=j.S
|data=
|data=
Line 270: Line 273:
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
Goku fires a downward ki blast. Allows Goku to combo into air L Dragon Flash Fist for a sliding knockdown anywhere on the screen.
Goku fires a downward ki blast. Allows Goku to combo into air L Dragon Flash Fist for a sliding knockdown anywhere on the screen. Can be looped while Goku is using Sparking Blast. Like with 5S and 2S, these projectiles can be deflected by Superdashes and super armored moves, so you might want to consider using Kamehameha in neutral instead.


  }}
  }}
Line 460: Line 463:
====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ======
====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=''"*teleports behind you*"''
|image=DBFZ_SSGoku_WarpKamehameha.png |caption='''''*pop*'''''
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''"Nothing personnel kid."''
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''"Oh... crapbask'''EEEEEEEEEEETS!!!'''"''
|input=236H+S (Air OK)
|input=236H+S (Air OK)
|name=Warp Kamehameha
|name=Warp Kamehameha

Revision as of 09:17, 16 October 2018

Son Goku (Super Saiyan)
DBFZ SS Goku Portrait.png

Health:

Prejump:

Assist Cooldown:

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

Overview

Born "Kakarot", Son Goku (named directly after the Japanese naming of Journey to the West protagonist Sun Wukong) was sent to Earth shortly before the Saiyan race was driven to extinction by Frieza. Found and cared for by martial artist Son Gohan, and brought up by the Turtle Hermit, Master Roshi, Goku would eventually grow into a young man, with both a burning passion for testing his might against other fighters and a strong sense of justice. Time and again, when Earth fell under siege from threats, Goku rose to the occasion, pushing himself to greater heights of power as he protects the world that became his home and the people closest to him.

In Dragon Ball FighterZ, Super Saiyan Goku is a well rounded character. He has buttons with good reach, his specials and their variants provide additional neutral, mixup and combo extension options and his Super Kamehameha is very flexible, making it easy to combo into from any situation. If you're new to fighting games and are looking for a beginner-friendly character, or you're a veteran looking for a solid character to round out your team, Super Saiyan Goku is a good option to consider.

Strengths/Weaknesses

Strengths Weaknesses
  • Versatile; he has all of the tools to deal and adapt to just about any situation.
  • 236L is a versatile move. Can be used to end nearly any conversion into a meterless sliding knockdown. Can also be used as pressure as it is a fast overhead.
  • Plethora of cross-up teleporting moves gives Goku a fantastic cross-up game and denies zoning.
  • Projectiles cover a variety of angles.
  • Great solo damage; can make great use of wall bounce and can use meter to extend his combos, including a solo double super, which results in a significant boost in damage.
  • Versatile assist; can be used to extend combos or to pressure opponents.
  • Makes good use out of sparking with Ki blast loops; allows for corner carry and very high meter gain.
  • Generally a very honest character, not many gimmicks. Requires strong conditioning and assist usage to open up opponents with competent defense.
  • One low (2M); makes his high-low mixup game very weak.
  • His 6M, 2H, 236X, and his 214X all put Goku in an airborne state, making him very vulnerable to 2H's.
  • Little to no defensive options. His only reversal is very expensive, generally making it risky to use.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ SSGoku 5L.png
Sweet and simple.
DBFZ SSGoku 5LL.png
Medium in disguise.
DBFZ SSGoku 5LLL.png
Roadhouse!
400 All - 6 3 - - 700 All - 3 - - 1000 All - 18 - -
5M
5M
DBFZ SSGoku 5M.png
The Saiyan's Elbow
700 All - 9 17 - -
5H
5H
DBFZ SSGoku 5H.png
Kick 'em to the curb!
850 All - 14 22 - -
5S
5S
DBFZ SSGoku 5S.png
HADOUKEN
300 All - 13 - -
2L
2L
DBFZ SSGoku 2L.png
Why couldn't this move be a low?
400 All - 6 10 - -
2M
2M
DBFZ SSGoku 2M.png
Slide into those (2)M's
700 L - 10 17 - -
2H
2H
DBFZ SSGoku 2H.png
SHORYUKEN!
850 All - - -
2S
2S
DBFZ SSGoku 2S.png
Hail Mary ki blast.
All - 13 - -
6M
6M Come on and slam.
850 H - 24 6 10 - -
j.L
j.L
DBFZ SSGoku jL.png
400 H - - -
j.M
j.M
DBFZ SSGoku jM.png
700 H - - -
j.H
j.H
DBFZ SSGoku jH.png
GOKU SMASH
850 H - - -
j.S
j.S
DBFZ SSGoku jS.png
Sparking Blast + j.S = Damage
600 All - - -
j.2H
j.2H
DBFZ SSGoku j2H.png
Galactic Punt
850 All - 14 19 - -

Specials

Dragon Flash Fist
Dragon Flash Fist
236L/M/H (Air OK)
DBFZ SSGoku DragonFlashFist.png
Netplay Special: The Reckoning
900 H - 24 18 - - 1000 H - 26 18 - - 1100 H - 24 18 - -
Flurry Kick
Flurry Kick
214L/M/H (Air OK)
DBFZ SSGoku FlurryKick.png
TATSUMAKI SENPUUUUUUUKYAKU
893 All - 10 13 - - 999 All - 13 - - 1320 All - 11 - -
Kamehameha
Kamehameha
236S (Air OK)
DBFZ SSGoku Kamehameha.png
"I've waited
DBFZ SSGoku Kamehameha Up.png
5 episodes
DBFZ SSGoku Kamehameha Down.png
for this"
1098 All - 18 - - 1098 All - - -

Assist

Kamehameha
A1/A2
DBFZ SSGoku Kamehameha.png
Why are there so many versions of this move, Dende-dammit.
760 All - - -

Supers

Super Kamehameha
Super Kamehameha
236L+M (Air OK)
DBFZ SSGoku SuperKamehameha.png
The signature move
DBFZ SSGoku SuperKamehameha Up.png
The snipe
DBFZ SSGoku SuperKamehameha Down.png
The aerial signature move
2050 All - - - 2050 All - - -
Warp Kamehameha
Warp Kamehameha
236H+S (Air OK)
DBFZ SSGoku WarpKamehameha.png
*pop*
DBFZ SSGoku WarpKamehameha2.png
"Oh... crapbaskEEEEEEEEEEETS!!!"
2214 All - - - 2214 All - - -
Meteor Smash
Meteor Smash
214L+M
DBFZ SSGoku MeteorSmash.png
"This is... to go... even further beyond!"
DBFZ SSGoku MeteorSmash2.png
"AAAAAAAAAAAAHHHHH!"
4208 All - - -

Template:CharLinks-DBFZ Template:Navbar-DBFZ