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* Versatile; he has all of the tools to deal and adapt to just about any situation.
* Versatile; he has all of the tools to deal and adapt to just about any situation.
* Amazing buttons and frame traps with 4L stagger pressure and resets.
* 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.
* 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.
* Plethora of cross-up teleporting moves gives Goku a fantastic cross-up game and denies zoning.
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* Makes good use out of sparking with Ki blast loops; allows for corner carry and very high meter gain.
* Makes good use out of sparking with Ki blast loops; allows for corner carry and very high meter gain.
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* Generally a very honest character, not many gimmicks. Requires strong conditioning and assist usage to open up opponents with competent defense.
* Mix-up game is very basic. Requires strong reads and heavy condition in order to open up opponents.
* One low (2M); makes his high-low mixup game very weak.
* While he has options for every situation, he is generally outclassed by specialist characters.
* His 6M, 2H, 236H, 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.
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Revision as of 02:54, 17 September 2019
Son Goku (Super Saiyan)
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. However, his ceaseless lust for battle would endanger himself, his friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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
Versatile; he has all of the tools to deal and adapt to just about any situation.
Amazing buttons and frame traps with 4L stagger pressure and resets.
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.
Mix-up game is very basic. Requires strong reads and heavy condition in order to open up opponents.
While he has options for every situation, he is generally outclassed by specialist characters.
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.
5LL
5LLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700
All
9
3
17
-4
B
-
-
100%+1
7%
2
15
18
18
Can be canceled into from 5L, even on whiff.
Jump cancelable on hit.
Auto-corrects on side switch.
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 and his best combo starter. It has less range than his other mediums though so make sure not to whiff with this move.
5LLL
5LLLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
All
14
3
21
-5
B
-
U3+
100%+1
12%
4
18
Launch
35 / 34
Can be canceled into from 5LL, even on whiff.
Auto-corrects on side switch.
When all other characters are down, this move is Goku's Guard Cancel attack.
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 his other bread-and-butters while also using up his Smash very early into a combo. To make matters worse, the hitbox of this move is firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent. This makes it near difficult to combo into without using the initial activation of Sparking Blast or certain assists while also preventing this move's auto-correct from threatening airborne approaches. Not all is lost, as this move has the damage and scaling of a heavy while also being safe on block.
Goku steps forward and does an elbow strike upwards, hitting mid. Should always be used after 2M as it is a better neutral and block string tool that needs 5M's jump cancel properties to convert into max damage. Can clash with super dash if timed well.
Goku does a sidekick, which counts as a Smash and sends them flying sideways. As Goku gets more damage out of his Smash by using 2H/j.2H mid-screen or 214M/214H in the corner, it mostly sees use in neutral or in pressure. However, this move becomes arguably Goku's best attack for corner combos after Smash has been used as it leads into easy assist extensions and Superdashes after 2S.
Active until contact or off stage Values in [ ] are when used as 5SS~5SSSSSS Values in { } are for 5SSSSSS
Can chain into itself up to 6 times.
The sixth blast knocks the opponent back on grounded hit.
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.
Goku crouches and does a sidekick. Absolutely vital to Goku's gameplan. It has great range and a low hurtbox for use in neutral, it puts grounded opponents into an airborne state without using his Smash or wall bounce for combos, and its his only low for pressure.
Goku does a leaping uppercut. Go to anti-air, though since it has a firmly vertical hitbox and a large amount of endlag it should be used carefully. Cancels into airborne specials meaning that if they are done immediately after this move, Kamehameha and Super Kamehameha can be aimed forward or downward, all versions of Dragon Flash Fist are vulnerable to anti-airs, and Meteor Smash cannot be used. The Smash version can give Goku the height he needs to preform his double super setup.
Goku shoots a ki blast upwards. Has massive amounts of hitstun, leading into Superdashes and upwards Kamehameha. After a Kamehameha into Vanish, do (2M > 5M > 2S > Superdash) for an optimal confirm. It can combo into itself by hitting opponents with the first ki blast while they are close to the ground, though this is difficult to do outside of the corner. While it can be used to anti-air, it can be deflected by Superdashes or by super armored moves, so upwards Kamehameha is a better tool for that situation. Tall opponents can be hit when standing by using it at point blank range.
Uses the same hitboxes and hurtboxes of Goku's j.H.
Goku does a short hop and slams down with both arms. Universal overhead that normally requires an assist or Sparking Blast to confirm into a combo. However, hitting with it as a meaty or with the very edge of the attack, it's possible to link 6M into 5L for resource-less combos. Has some low invincibility.
Goku does a jumping sidekick. This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. Inputting j.M as j.LL will prevent Goku from doing a second j.L but in exchange will grant him additional height, useful for confirming into j.S. Delaying the autocombo version of this move after a j.L with backwards momentum will result in an extreme altitude boost that allows a follow-up j.S to combo into an additional j.LL for optimal damage. Use j.M instead of j.LL to prevent an attack following a double jump from whiffing due to over-shooting.
Removes all landing recovery on Smash! hit Values in [ ] are for Dynamic! 5LLLLLLL
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 slam. 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.
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.
Goku does an upward kick that, unlike his other air normals, is not an overhead. Used to launch opponents during air combos and to extend them if Goku's Smash has been used and his double jump hasn't. If Goku uses the Smash version after already expending his Super Dash he can still use the heavy version of Dragon Flash Fist to convert the hit into a sliding knockdown.
Goku charges a short distance and throws out a haymaker. Fastest version that can lead into supers on grounded hit, making it a good mix-up tool for finishing off opponents when meter is available. Incredibly useful combo ender that allows Goku to turn essentially any hit into a sliding knockdown without spending meter.
M
236MM Dragon Flash Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1300
High
26
4
14+3L
+2
B
-
D1
80%+1
12%
3
22
GBounce
80 / 79 + GBounce + Slide 19
j.M
j.236MAir M Dragon Flash Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1200
High
20
4
22
-
H
-
D1
80%+1
12%
3
19
GBounce
80 / 79 + GBounce + Slide 19
Removes all landing recovery
Ground bounce and sliding knockdown on Smash hit.
Ground version isn't vulnerable to anti-airs.
Goku charges a moderate distance and throws out a haymaker. Slowest version which can combo into vanishes for metered solo combos or into assists for meterless combo extensions, though proper conditioning is needed to land this move against competent opponents.
H
236HH Dragon Flash Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1400
High
24~32 [20~28]
4
14+3L
+2
B
4-16~24 All [4-12~20 All]
D1
80%+1
-50%
3
22
GBounce
80 / 79 + GBounce + Slide 19
Values in [ ] are when the opponent is in air hitstun/untech
j.H
j.236HAir H Dragon Flash Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1300
High
24~32 [20~28]
4
18
+1
H
4-16~24 All [4-12~20 All]
D1
80%+1
-50%
3
21
GBounce
80 / 79 + GBounce + Slide 19
Removes all landing recovery Values in [ ] are when the opponent is in air hitstun/untech
Teleports on start-up.
Ground bounce and sliding knockdown on Smash hit.
Ground version isn't vulnerable to anti-airs.
Goku teleports in front of the opponent and throws out a haymaker. Allows Goku to get relaunches from air combos by himself in the corner and with assists anywhere on the screen. Can be used to preform a double cross-up overhead by jumping over the opponent and then using this move, Goku will appear on the side he came from and attack. Remember to use assists to cover Goku when attempting to set this up.
Goku does 2 hits of a flying kick. The mid-air version is used for conversions into downwards Super Kamehameha mid-screen. Safe on block.
M
214MM Flurry Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
350×4
All
13
3{(6)3}×3
21
-39
B
4-42 Head
U1+
100%+1×3 (Once), 100%+1
6%×4
0
11×2
Launch
23×4 / 23×3, 47 + WSplat
Clash level 4
j.M
j.214MAir M Flurry Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
300×4
All
9
3{(6)3}×3
18
-
H
4-38 Head
U1+
100%+1×3 (Once), 100%+1
6%×4
0
11×4
Launch
23×4 / 23×3, 49 + WSplat
Clash level 4
Ground version doesn't have Head attribute.
Smash version results in a wallbounce in the corner.
Smash 5MMM results in wallbounce that takes opponents out of the corner.
Goku does 4 hits of a flying kick. The Smash version is used for Goku's optimal corner combos and the non-Smash version is used for conversions into downwards Super Kamehameha in the corner.
H
214HH Flurry Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
270×6
All
11
2{(6)2}×5
14
-44
B
4-52 Head
U1+
100%+1×5 (Once), 100%+1
-50%
0
11×6
Launch
23×6 / 23×5, 64 + WBounce
Clash level 4
j.H
j.214HAir H Flurry Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
270×6
All
7
2{(6)2}×5
14
-
H
4-48 Head
U1+
100%+1×5 (Once), 100%+1
-50%
0
11×6
Launch
23×6 / 23×5, 57 + WBounce
Clash level 4
Ground version doesn't have Head attribute.
Smash version results in a wallbounce. Massive corner carry mid-screen that combos directly into super dash.
Goku does 6 hits of a flying kick. It can also be used in corner combos in the same fashion as the medium version though it isn't as meter efficient.
Values in [ ] are for angled version Recovery on hit/block: 33 [27] Whiff cancelable into Super Dash during recovery
According to all known laws of aviation, there is no way a bee should be able to fly.
Its wings are too small to get its fat little body off the ground.
Air
j.236SAir Kamehamehaspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
262×5
All
18
25
30
-
P3
-
-
90%+1 (Once)
2.4%×5
-
2+15×5
Launch
2+25 + WSplat×5 [2+40 + GBounce×4, 2+40]
Values in [ ] are for angled version Recovery on hit/block: 42 If land during recovery, has 3F of forced landing recovery Whiff cancelable into Super Dash during recovery
The bee, of course, flies anyway because bees don't care what humans think is impossible.
The ground version can be angled upward by holding up or down after the input.
The air version can be angled downwards by holding up or down after the input.
Goku's signature projectile. One of the best beams in the game with decently fast start-up, low cool-down, and high damage. Its ability to be used both on the ground or in the air as well being able to angle both versions gives Goku a commanding presence at long range. Using Kamehameha after 5H on block creates a frame trap that catches any non-invincible or non-projectile invincible moves, including raw tags and assist calls. Goku can also perform left-right mix-ups by jumping over the opponent and firing the downward Kamehameha either early to hit from the front or late to hit from behind. On hit, it can lead into a combo by using a vanish and linking into 2M. In the corner, the downward version can be used near the ground to extend combos. The upward version can also extend corner combos but it needs to only hit with the edge of the beam so that opponents stay in a spiraling state as long as possible.
Goku's assist is the ground version of his Kamehameha special that fires along the ground. As you might imagine, this makes it a really good assist in neutral since it'll stop your opponent from moving freely on the ground. This can be very helpful when you want to approach your opponent because it'll limit their options. It can also be pretty useful in combos as well as a means to extend them, or set up into snap loops with characters like Bardock or Piccolo, though some characters may have a hard time doing so from mid-screen.
Ground version can be angled upward by holding up or down after the input. Value in [] are for up version.
Air version can be angled downward by holding up or down after the input, which can cause a sliding knockdown.
Minimum damage: Straight: 77*10 (770), Ground aimed up 81*10 (810), Air aimed down: 75*10 (750).
His beam has significantly low recovery, which not only makes punishes incredibly difficult, but it's possible to combo afterwards with certain supers and techniques. Goku can combo into Warp Kamehameha using the air angled downward version of Super Kamehameha if he and his target are high enough in the air. The grounded upward angled version does more damage than any other version.
Goku uses Instant Transmission to teleport behind the opponent on the ground as he releases his charged close ranged Kamehameha in an upward direction. He will always teleport near the opponent on the ground, no matter where he performs the attack. Very similar to his non-warp upward Super Kamehameha but it has more start-up.
Swaps sides with opponent both on hit and on block.
Results in a hard knockdown on hit.
Blockable after Goku teleports.
Acts as Goku's only invincible reversal.
Minimum damage is 1759.
Goku's level 3. Goku transforms into Super Saiyan 3 and teleports behind the opponent, striking them with his elbow. Easy to punish with and combo into, but has zero vertical tracking. This is his best super for damage and oki though the hard knockdown can be difficult to use if the opponent wasn't sent to the corner. If the opponent was under the effects of Sparking Blast when they got hit, they will continue to regenerate health during the animation though the opponent will also use up their Sparking Blast's timer.
To edit frame data, edit values in DBFZ/SS 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.