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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Basic jab. Identical startup as 2L, but has more active frames and longer range for catching airborne opponents. | |||
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{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Stays grounded | * Stays grounded. | ||
* | * Jails into Vanish on its own, or true string into 236S and then Vanish. | ||
* | * 5LLL > SD is not 2H-able. | ||
Offers no mix-up potential and | Offers no mix-up potential and is very niche as a combo filler. The strength of this move is its huge blockstun, being one of the few normals in the game that can jail into Vanish. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
An okay button on its own, though overshadowed by 2M. It's negative on block so beware of ending blockstring with this during stagger. | |||
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* Wall splats on Smash hit. | * Wall splats on Smash hit. | ||
* Non-Smash can still combo into Super Dash in the corner. | * Non-Smash can still combo into Super Dash in the corner. | ||
A standard 5H, though the combination of startup and active allows this to beat Solo Guard Cancel clean on reaction. | |||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Mash or hold S to shoot all 6 Ki blasts. | * Mash or hold S to shoot all 6 Ki blasts even on whiff. | ||
* Last Ki blast launches. | * Last Ki blast launches on hit. | ||
Really good button to stagger with as it's safe and push the opponent out a decent amount. | |||
In neutral, you should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm. | |||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Inferior to 5L in almost every way. Though it's not a bad button to use to mash out of pressure. | Inferior to 5L in almost every way. Though it's not a bad button to use to mash out of pressure. | ||
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* Great range and very active hitbox. | * Great range and very active hitbox. | ||
* Launches on hit. | * Launches on hit. | ||
This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it for absolutely no reason. | |||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Puts | * Puts Goku airborne. | ||
* Smash hit combos into Super Dash. | * Smash hit combos into Super Dash. | ||
Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H | Go to anti-air. On block, cancelling into j.236S[2] will beat mashing and counter 2H. Goku's in a safe-ish range after this, but it's still best to Vanish and take your plus frames. Though they can hard read the Kame with a well timed Reflect, at which point there isn't much you can do if you have no assists to back you up. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Keeps grounded opponent standing. | * Keeps grounded opponent standing on hit. | ||
Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. | |||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Just another jab. Not really good for fuzzy as rising j.L can only hit very tall characters. | |||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or j.S into microdash 5L, depending on the height. | |||
IAD j.M is Goku's best cross-up option. On hit, confirms with j.S into microdash 5L. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* Causes a sliding knockdown on Smash hit. | * Causes a sliding knockdown on Smash hit. | ||
Go-to jump in | Go-to jump in. | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Stalls momentum temporarily. | |||
Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery. | Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery. | ||
This is also | This is also another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops. | ||
On safe jumps, j.M (or j.H) 4S is an OS that gives j.M > j.S on hit or a Reflect on whiff. | |||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Pushes Goku forward. | |||
* Smash hit combos into Super Dash. | * Smash hit combos into Super Dash. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Sliding knockdown on Smash hit. Can combo into Supers. | * Sliding knockdown on Smash hit. Can easily combo into Supers. | ||
* Goes half screen. | * Goes half screen. | ||
j.S > j.236L is | j.S > j.236L is Goku's anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay. | ||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Small ground bounces and sliding knockdown on Smash hit. | ||
* Goes almost fullscreen. | * Goes almost fullscreen. | ||
j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where j. | j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where you can't link neither j.L nor 5L/2L. | ||
SD > j.214M into j.236M extension works at further from the corner than you'd expect. | SD > j.M > j.214M into j.236M extension works at further from the corner than you'd expect. Thus from any stray SD or raw tag, Goku can easily convert into a full combo. | ||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
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* Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen. | * Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen. | ||
* Values in [ ] is when the opponent is in untech time (air hitstun). | * Values in [ ] is when the opponent is in untech time (air hitstun). | ||
* | * Small ground bounces and sliding knockdown on Smash hit. | ||
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend. | While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend. | ||
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up normal jump into j.236H will hit from their back. | Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up normal jump into j.236H will hit from their back for a double cross-up. Airdash, double jump and super jump won't work because he will turn around. | ||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Ground versions don't have Head attribute. | * Ground versions don't have Head attribute. | ||
* Always pushes Goku forward. | |||
}} | }} | ||
{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Ground version keeps grounded opponent standing. | * Ground version keeps grounded opponent standing. | ||
j.214L after a blocked SD (yours or the opponent's) is a | j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox. | ||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
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* Smash 5MMM wall bounces. | * Smash 5MMM wall bounces. | ||
* Ground version recovers in the air. | * Ground version recovers in the air. | ||
Borderline suicidal to use in neutral. It is mostly used in corner BnBs. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Has amazing corner carry. | |||
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen. | * Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen. | ||
* Ground version recovers in the air. | * Ground version recovers in the air. | ||
H versions don't have enough utilities to justify the 1 bar they spend. You can use as a pseudo fullscreen "airdash" to get out of the corner, but it REALLY leaves you wide open... | |||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Both versions can be angled by holding {{2}} or {{8}} after the input. | * Both versions can be angled by holding {{2}} or {{8}} after the input. | ||
* Ground and air sideways wall splat. | * Ground and air sideways wall splat on hit. | ||
* Ground aimed up and air aimed down launches. | * Ground aimed up and air aimed down launches on hit. | ||
* Jails into Vanish. | * Jails into Vanish. | ||
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. Tk.236S[2] is also a very efficient cross-up fake out. | 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. Tk.236S[2] is also a very efficient cross-up fake out. | ||
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The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together. | The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together. | ||
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. | As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks. | ||
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* Aimed down version causes a sliding knockdown. | * Aimed down version causes a sliding knockdown. | ||
* Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750). | * Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750). | ||
j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. | j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. By airdashing after the super has ended into falling j.H, this covers every wakeup options beside delayed wakeup. | ||
DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame, AGohan Lv1 (whiff), DR, etc. | |||
}} | }} | ||
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* Causes a hard knockdown on hit, positions them at the opposite edge of the screen. | * Causes a hard knockdown on hit, positions them at the opposite edge of the screen. | ||
* Minimum damage: 1759. | * Minimum damage: 1759. | ||
Goku's only invincible reversal. On hit, the most you can get as oki is dash jump j.M safejump. | Goku's only invincible reversal. On hit, the most you can get as oki without hand breaking inputs is dash jump j.M safejump. | ||
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha). | Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha). |
Revision as of 16:23, 18 January 2020
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 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 |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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An okay button on its own, though overshadowed by 2M. It's negative on block so beware of ending blockstring with this during stagger. |
5H
5H |
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A standard 5H, though the combination of startup and active allows this to beat Solo Guard Cancel clean on reaction. |
5S
5S |
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Really good button to stagger with as it's safe and push the opponent out a decent amount. In neutral, you should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm. |
2L
2L |
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Inferior to 5L in almost every way. Though it's not a bad button to use to mash out of pressure. |
2M
2M |
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This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it for absolutely no reason. |
2H
2H |
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Go to anti-air. On block, cancelling into j.236S[2] will beat mashing and counter 2H. Goku's in a safe-ish range after this, but it's still best to Vanish and take your plus frames. Though they can hard read the Kame with a well timed Reflect, at which point there isn't much you can do if you have no assists to back you up. |
2S
2S |
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Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. |
6M
6M |
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j.L
j.L |
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Just another jab. Not really good for fuzzy as rising j.L can only hit very tall characters. |
j.M
j.M |
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Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or j.S into microdash 5L, depending on the height. |
j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
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Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery. This is also another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops. On safe jumps, j.M (or j.H) 4S is an OS that gives j.M > j.S on hit or a Reflect on whiff. |
j.2H
j.2H |
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Special Moves
Dragon Flash Fist
Dragon Flash Fist 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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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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Super Moves
Super Kamehameha
Super Kamehameha 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.