Difference between revisions of "DBFZ/SS Goku"

From Dustloop Wiki
Jump to: navigation, search
(Super Kamehameha)
Line 407: Line 407:
 
  |startup= |active= |recovery= |frameAdv=-19
 
  |startup= |active= |recovery= |frameAdv=-19
 
  |description=
 
  |description=
* Can be angled upward by holding up after the input
+
* Can be angled upward by holding up after the input.
  
 
The signature move. Has significantly low recovery, making punishes difficult.  
 
The signature move. Has significantly low recovery, making punishes difficult.  
Line 417: Line 417:
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
* Can be angled downward by holding down after the input  
+
* Can be angled downward by holding down after the input.
 +
* If angled down, causes a hard knockdown.
  
 
The aerial signature move. Has significantly low recovery, to the point that it's possible to combo afterwards still.
 
The aerial signature move. Has significantly low recovery, to the point that it's possible to combo afterwards still.

Revision as of 16:59, 13 February 2018

Son Goku
DBFZ SS Goku Portrait.png

ERROR CharData-DBFZ using unknown character, capitalization matters

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

Overview

Born "Kakarot", Son Goku was sent to Earth shortly before the Saiyan race was driven to extinction by Frieza. Raised 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 character to consider.

Strengths/Weaknesses

Strengths Weaknesses
  • Versatile; he has all of the tools to deal and adapt to just about any situation.
  • 236L ender makes it easy for him to get a hard knockdown from just about any starter, allowing him to maintain offensive pressure
  • Projectiles cover a variety of angles.
  • Can use meter to extend combos, which can result in a significant boost in damage.
  • Versatile assist; can be used to extent combos or to pressure opponents.
  • Offense is somewhat straightforward compared to other characters.
  • Lacks an efficient reversal.


Normals

5L
5L
DBFZ SSGoku 5L.png
DBFZ SSGoku 5LL.png
DBFZ SSGoku 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 3 - -3

Goku does a short jab

5LL 700 All - 3 - -4

Goku does a gut punch

5LLL 1000 All - 18 - -5

Goku does a roundhouse. Autocombos into super dash.


5M
5M
DBFZ SSGoku 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 9 17 - -7
  • Goku steps forward and does an elbow strike upwards, striking mid.

A solid mid, can clash with super dash if timed well.


5H
5H
DBFZ SSGoku 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 22 - -8

Goku does a sidekick, counts as a smash and sends them flying sideways. Can be followed up with Super dash by pressing H again or H+S.


5S
5S
DBFZ SSGoku 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300 All 13 - - -4

Goku shoots a ki blast. Can be repeated up to six times.


2L
2L
DBFZ SSGoku 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 6 10 - -3

Goku crouches and jabs.


2M
2M
DBFZ SSGoku 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 10 17 - -5

Goku crouches and does a sidekick.


2H
2H
DBFZ SSGoku 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Goku does a leaping uppercut upwards.

Go to anti-air. Has a firmly vertical hitbox, however.

2S
2S
DBFZ SSGoku 2S.png
Damage Guard Startup Active Recovery Frame Adv.
- All 13 - - -1
  • Goku shoots a ki blast upwards

Placeholder


6M
6M
DBFZ SSGoku 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 20 - +4

Universal overhead. Goku hops and does a two handed overhead smash. Has some low invincibility.


j.L
j.L
DBFZ SSGoku jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -

Goku does a jumping straight jab.


j.M
j.M
DBFZ SSGoku jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -

Goku does a jumping sidekick.


j.H
j.H
DBFZ SSGoku jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -

Goku does a two handed overhead smash.


j.S
j.S
DBFZ SSGoku jS.png
Damage Guard Startup Active Recovery Frame Adv.
600 All - - - -

Goku fires a downward ki blast.


j.2H
j.2H
DBFZ SSGoku j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 19 - -17

Goku does an upward kick. Not an overhead in the air.


Specials

Dragon Flash Fist
Dragon Flash Fist
236L/M/H (Air OK)
DBFZ SSGoku DragonFlashFist.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 H 24 18 - -5
  • Counts as airborne

Incredibly useful combo ender, allows goku to turn essentially any hit into a hard knockdown without spending meter.

M 1000 H 26 18 - -5
  • Counts as airborne
H 1100 H 24 18 - -5
  • Teleports to the opponent from wherever Goku was previously


Flurry Kick
Flurry Kick
214L/M/H (Air OK)
DBFZ SSGoku FlurryKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 893 All 10 13 - -3

Goku does 2 hits of a flying kick. Doesn't knock down. Safe on block.

M 999 All 13 - - -
  • Wallsticks in the corner

Used for goku's optimal corner combos.

H 1320 All 11 - - -
  • Goku performs a faster flurry of kicks than the M version.

Causes wallbounce on hit, allowing for combo extension.


Kamehameha
Kamehameha
236S (Air OK)
DBFZ SSGoku Kamehameha.png
DBFZ SSGoku Kamehameha Up.png
DBFZ SSGoku Kamehameha Down.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1098 All 18 - - -16
  • Can be angled upward by holding up after the input
  • On hit, can combo by doing a vanish and linking a dash 2M
Air 1098 All - - - -
  • Can be angled downwards by holding down after the input


Assist

Kamehameha
A1/A2
DBFZ SSGoku Kamehameha.png
Damage Guard Startup Active Recovery Frame Adv.
760 All - - - -
  • Good for controlling ground space in neutral
  • Good for extending combos

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.


Supers

Super Kamehameha
Super Kamehameha
236L+M (Air OK)
DBFZ SSGoku SuperKamehameha.png
DBFZ SSGoku SuperKamehameha Up.png
DBFZ SSGoku SuperKamehameha Down.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2050 All - - - -19
  • Can be angled upward by holding up after the input.

The signature move. Has significantly low recovery, making punishes difficult.

Air 2050 All - - - -
  • Can be angled downward by holding down after the input.
  • If angled down, causes a hard knockdown.

The aerial signature move. Has significantly low recovery, to the point that it's possible to combo afterwards still.


Warp Kamehameha
Warp Kamehameha
236H+S (Air OK)
DBFZ SSGoku WarpKamehameha.png
DBFZ SSGoku WarpKamehameha2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2214 All - - - -

Teleports behind the opponent on the ground and fires a kamehameha upwards.

Air 2214 All - - - -

Teleports behind the opponent on the ground and fires a kamehameha upwards.


Meteor Smash
Meteor Smash
214L+M
DBFZ SSGoku MeteorSmash.png
"This is the ultimate form!"
DBFZ SSGoku MeteorSmash2.png
"HAAAAA!"
Damage Guard Startup Active Recovery Frame Adv.
4208 All - - - -14
  • Goku transforms into Super Saiyan 3 and teleports behind the opponent, striking them with his elbow.

Goku's level 3. Fast, teleports behind opponent, easy to punish with. Has zero vertical tracking.



Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc