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(→j.S) |
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|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= | |image3=DBFZ_SSGoku_5LLL.png |caption3=Roadhouse! | ||
|name=5L | |name=5L | ||
|data= | |data= | ||
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|startup=6 |active=3 |recovery= |frameAdv=-3 | |startup=6 |active=3 |recovery= |frameAdv=-3 | ||
|description= | |description= | ||
* 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 | ||
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|startup= |active=3 |recovery= |frameAdv=-4 | |startup= |active=3 |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* 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 | ||
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|startup= |active=18 |recovery= |frameAdv=-5 | |startup= |active=18 |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
* Goku | * 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. | ||
* 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. | |||
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. | |||
}} | }} | ||
}} | }} | ||
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====== <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= | ||
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|startup=13 |active= |recovery= |frameAdv=-4 | |startup=13 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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====== <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= | ||
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|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. | ||
}} | }} | ||
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====== <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='' | |image=DBFZ_SSGoku_WarpKamehameha.png |caption='''''*pop*''''' | ||
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''" | |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) |
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Prejump: Assist Cooldown:
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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 |
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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2S
2S |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
Dragon Flash Fist
Dragon Flash Fist 236L/M/H (Air OK) |
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Flurry Kick
Flurry Kick 214L/M/H (Air OK) |
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Kamehameha
Kamehameha 236S (Air OK) |
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Assist
Kamehameha A1/A2 |
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Supers
Super Kamehameha
Super Kamehameha 236L+M (Air OK) |
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Warp Kamehameha
Warp Kamehameha 236H+S (Air OK) |
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Meteor Smash
Meteor Smash 214L+M |
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