|
|
Line 83: |
Line 83: |
| * Can be canceled into from 5LL, even on whiff. | | * Can be canceled into from 5LL, even on whiff. |
| * Has an interesting property where the hitbox reaches behind Goku. | | * Has an interesting property where the hitbox reaches behind Goku. |
| | * 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. However, this move is safe on block, can lead to guaranteed Dragon Balls, and allows provides a Smash, regardless of whether it was already used or not. | | 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. However, this move is safe on block, can lead to guaranteed Dragon Balls, and allows provides a Smash, regardless of whether it was already used or not. |
| }} | | }} |
Son Goku (Super Saiyan)
|
|
Health:
Prejump:
Assist Cooldown:
- 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. 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
|
- Versatile; he has all of the tools to deal and adapt to just about any situation.
- 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.
|
- Generally a very honest character, not many gimmicks. Requires strong conditioning and assist usage to open up opponents with competent defense.
- One low (2M); makes his high-low mixup game very weak.
- His 6M, 2H, 236X, 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.
|
Template:CharLinks-DBFZ
Normals
5L
5L
Sweet and simple. Medium in disguise. Walker Texas Ranger
|
400
|
All
|
-
|
6
|
3
|
|
-
|
-
|
700
|
All
|
-
|
|
3
|
|
-
|
-
|
1000
|
All
|
-
|
|
18
|
|
-
|
-
|
|
5M
5H
5S
2L
2M
2M
Slide into those (2)M's
|
|
2H
2S
6M
j.L
j.M
j.H
j.S
j.2H
Specials
Dragon Flash Fist
Dragon Flash Fist 236L/M/H (Air OK)
Netplay Special: The Reckoning
|
900
|
H
|
-
|
24
|
18
|
|
-
|
-
|
1000
|
H
|
-
|
26
|
18
|
|
-
|
-
|
1100
|
H
|
-
|
24
|
18
|
|
-
|
-
|
|
Flurry Kick
Flurry Kick 214L/M/H (Air OK)
TATSUMAKI SENPUUUUUUUKYAKU
|
893
|
All
|
-
|
10
|
13
|
|
-
|
-
|
999
|
All
|
-
|
13
|
|
|
-
|
-
|
1320
|
All
|
-
|
11
|
|
|
-
|
-
|
|
Kamehameha
Kamehameha 236S (Air OK)
"I've waited 5 episodes for this"
|
1098
|
All
|
-
|
18
|
|
|
-
|
-
|
1098
|
All
|
-
|
|
|
|
-
|
-
|
|
Assist
Kamehameha A1/A2
Why are there so many versions of this move, Dende-dammit.
|
|
Supers
Super Kamehameha
Super Kamehameha 236L+M (Air OK)
The signature move The snipe The aerial signature move
|
2050
|
All
|
-
|
|
|
|
-
|
-
|
2050
|
All
|
-
|
|
|
|
-
|
-
|
|
Warp Kamehameha
Warp Kamehameha 236H+S (Air OK)
"*teleports behind you*" "Nothing personnel kid."
|
2214
|
All
|
-
|
|
|
|
-
|
-
|
2214
|
All
|
-
|
|
|
|
-
|
-
|
|
Meteor Smash
Meteor Smash 214L+M
"This is... to go... even further beyond!" "AAAAAAAAAAAAHHHHH!"
|
|
Template:CharLinks-DBFZ
Template:Navbar-DBFZ