(→j.M) |
(→j.H) |
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Line 248: | Line 248: | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Knock-down state changes depending on Goku's usage of his Smash. | * Knock-down state changes depending on Goku's usage of his Smash. | ||
* | * Dynamic hit wall-bounces in the corner and provides one random Dragon Ball. | ||
Goku does a two-handed overhead smash. This is his best jump-in and cross-up tool, as well as his best damaging and scaling air normal for starting ground combos. Thanks to j.S's ability to combo into 236L, this move is | * Used at the end of Goku's air Dragon Rush if it connects mid-combo. | ||
Goku does a two-handed overhead smash. This is his best jump-in and cross-up tool, as well as his best damaging and scaling air normal for starting ground combos. Thanks to j.S's ability to combo into 236L, this move is only used to end highly scaled combos, usually into Warp Kamehameha. This move will only provide a sliding knockdown if the move that used Goku's smash was a 2H, j.2H, or 5LLL. If j.H would have produced a sliding knockdown connects but the combo is then extended (like through a vanish), then all knockdowns (except those provided by supers) will be soft knockdowns. | |||
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Revision as of 01:52, 20 February 2019
Son Goku (Super Saiyan) |
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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. However, his ceaseless lust for battle would endanger himself, his planet, and even his universe. Even under constant threats, Goku has stepped up, pushing himself further and further to protect his friends or correct his mistakes, and always hoping for another fun challenge in the future.
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 or 214H+S |
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