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</div> | </div> | ||
==Overview== | ==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. | 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. | 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. | ||
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|image=DBFZ_SSGoku_5L.png |caption=Sweet and simple. | |image=DBFZ_SSGoku_5L.png |caption=Sweet and simple. | ||
|image2=DBFZ_SSGoku_5LL.png |caption2=Medium in disguise. | |image2=DBFZ_SSGoku_5LL.png |caption2=Medium in disguise. | ||
|image3=DBFZ_SSGoku_5LLL.png |caption3= | |image3=DBFZ_SSGoku_5LLL.png |caption3=Roundhouse! | ||
|name=5L | |name=5L | ||
|data= | |data= | ||
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|startup=6 |active=3 |recovery= |frameAdv=-3 | |startup=6 |active=3 |recovery= |frameAdv=-3 | ||
|description= | |description= | ||
* Can be canceled into from itself, even on whiff. | |||
* Can be canceled into | |||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
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. | |||
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. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= |active=3 |recovery= |frameAdv=-4 | |startup= |active=3 |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* Can be canceled into from 5L, even on whiff. | * Can be canceled into from 5L, even on whiff. | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
The follow-up from Goku's jab. It deals damage and scales like a medium, making this a very good button. It has less range than his mediums though, so make sure not to whiff with this move. | |||
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. It has less range than his mediums though, so make sure not to whiff with this move. | |||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|startup= |active=18 |recovery= |frameAdv=-5 | |startup= |active=18 |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
* Goku | * Uses up Goku's Smash. Always Smashes even if his Smash was already used. | ||
* The only hit of the autocombo needed to obtain a guaranteed Dragon Ball. | * If the air autocombo is completed after this hit, a random Dragon Ball is obtained. | ||
* The only hit of the grounded autocombo needed to obtain a guaranteed Dragon Ball. | |||
* Can be canceled into from 5LL, even on whiff. | * Can be canceled into from 5LL, even on whiff. | ||
* When all other characters are down, this move is Goku's Guard Cancel attack. | * 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 | |||
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 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 outside of using the activation of Sparking Blast or certain assists, which also makes the autocombo's automatic side correction irrelevant as it already hits both sides and cannot anti-air. Not all is lost, as this move has the damage and scaling of a heavy while also being safe on block. | |||
}} | }} | ||
}} | }} | ||
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* Uses up Goku's Smash. | * Uses up Goku's Smash. | ||
* Wall bounces if Smash hasn't been used. | * Wall bounces if Smash hasn't been used. | ||
* Used at the end of Goku's grounded Dragon Rush if Smash has been consumed. | |||
Goku does a sidekick, which counts as a Smash and sends them flying sideways. Can be followed up with Super Dash by pressing H again or H+S. As Goku gets more damage out of his Smash by using 2H/j.2H mid-screen or 214M in the corner, it mostly sees use in neutral or in pressure. | Goku does a sidekick, which counts as a Smash and sends them flying sideways. Can be followed up with Super Dash by pressing H again or H+S. 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. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">5S</font> ====== | ====== <font style="visibility:hidden" size="0">5S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_5S.png |caption= | |image=DBFZ_SSGoku_5S.png |caption=ATATATATATA | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
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|startup=13 |active= |recovery= |frameAdv=-4 | |startup=13 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* 6th blast causes soft KD on grounded hit | * 6th blast causes soft KD on grounded hit | ||
Goku shoots a ki blast. Can be repeated up to six times and 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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2L</font> ====== | ====== <font style="visibility:hidden" size="0">2L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_2L.png |caption= | |image=DBFZ_SSGoku_2L.png |caption=Why couldn't this move be a low? | ||
|name=2L | |name=2L | ||
|data= | |data= | ||
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====== <font style="visibility:hidden" size="0">2S</font> ====== | ====== <font style="visibility:hidden" size="0">2S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_2S.png |caption= | |image=DBFZ_SSGoku_2S.png |caption=Hitstun in a can. | ||
|name=2S | |name=2S | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=|guard=All | |damage=600 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv=-1 | |startup=13 |active= |recovery= |frameAdv=-1 | ||
|description= | |description= | ||
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. 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. | |||
After a Kamehameha Vanish | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">6M</font> ====== | ====== <font style="visibility:hidden" size="0">6M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_6M.png |caption= | |image=DBFZ_SSGoku_6M.png |caption=Se, no! | ||
|name=6M | |name=6M | ||
|data= | |data= | ||
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* Uses the same hitboxes and hurtboxes of Goku's j.H. | * Uses the same hitboxes and hurtboxes of Goku's j.H. | ||
Goku does a short hop and | Goku does a short hop and slams down with both arms. Universal overhead. Requires a counter hit, an assist, or Sparking Blast to confirm into a combo. Has some low invincibility. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.S</font> ====== | ====== <font style="visibility:hidden" size="0">j.S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_jS.png |caption= | |image=DBFZ_SSGoku_jS.png |caption= Step 1: Spark, Step 2: j.S, Step 3: '''Profit''' | ||
|name=j.S | |name=j.S | ||
|data= | |data= | ||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
Goku fires a downward ki blast. Allows Goku to combo into air L Dragon Flash Fist for a sliding knockdown anywhere on the screen. | 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. | ||
}} | }} | ||
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|description= | |description= | ||
* Double jump cancelable. | * Double jump cancelable. | ||
* Uses Goku's Smash | * Uses up Goku's Smash. | ||
* Launches higher with more hitstun if Smash hasn't been used yet. | |||
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. | Goku does an upward kick that, unlike his other air normals, is not an overhead. Can be followed up with Super Dash by pressing H again or H+S. Used to launch opponents during air combos and to extend them if Goku's Smash has been used and his double jump hasn't. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* Counts as airborne. | * Counts as airborne. | ||
* Short distance, | * Short distance. | ||
* Ground version causes a soft knockdown, aerial versions causes a sliding knockdown. | |||
Fastest version that, when used on a grounded opponent, cannot be extended by any means. Incredibly useful combo ender that allows Goku to turn essentially any hit into a hard knockdown without spending meter | Fastest version that, when used on a grounded opponent, cannot be extended by any means. Incredibly useful combo ender that allows Goku to turn essentially any hit into a hard knockdown without spending meter. | ||
}} | }} | ||
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|description= | |description= | ||
* Counts as airborne. | * Counts as airborne. | ||
* Moderate distance | * Moderate distance | ||
* Causes a sliding knockdown. | |||
Slowest version which can combo into any of Goku's supers on grounded hit. Too slow to be used effectively in combos, this move is primarily used to surprise opponents with an overhead at anytime during a blockstring. | Slowest version which can combo into any of Goku's supers on grounded hit. Too slow to be used effectively in combos, this move is primarily used to surprise opponents with an overhead at anytime during a blockstring. | ||
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|description= | |description= | ||
* Counts as airborne. | * Counts as airborne. | ||
* Teleports to the opponent | * Teleports to the opponent. | ||
* | * Causes a sliding knockdown. | ||
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. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Flurry Kick</font> ====== | ====== <font style="visibility:hidden" size="0">Flurry Kick</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI | |image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI SENPUKYAKU | ||
|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
|name=Flurry Kick | |name=Flurry Kick | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=L | |version=L | ||
|damage= | |damage=470x2 |guard=All | ||
|startup=10 |active=13 |recovery= |frameAdv=-3 | |startup=10 |active=13 |recovery= |frameAdv=-3 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=M | |version=M | ||
|damage= | |damage=270x4 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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* Autocombo version causes a wallbounce that takes opponents out of the corner. | * Autocombo version causes a wallbounce that takes opponents out of the corner. | ||
Used for Goku's optimal corner combos. Also used for conversions into downwards Super Kamehameha in the corner. | |||
}} | }} | ||
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|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= | |damage=240x6 |guard=All | ||
|startup=11 |active= |recovery= |frameAdv= | |startup=11 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Counts as airborne. | * Counts as airborne. | ||
* Causes wallbounce | * Causes wallbounce anywhere on the screen, setting up for a super dash. | ||
}} | }} | ||
}} | }} | ||
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|image=DBFZ_SSGoku_Kamehameha.png |caption= "I've waited | |image=DBFZ_SSGoku_Kamehameha.png |caption= "I've waited | ||
|image2=DBFZ_SSGoku_Kamehameha_Up.png |caption2= 5 episodes | |image2=DBFZ_SSGoku_Kamehameha_Up.png |caption2= 5 episodes | ||
|image3=DBFZ_SSGoku_Kamehameha_Down.png |caption3= for this" | |image3=DBFZ_SSGoku_Kamehameha_Down.png |caption3= for this!" | ||
|input=236S (Air OK) | |input=236S (Air OK) | ||
|name=Kamehameha | |name=Kamehameha | ||
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* The ground version can be angled upward by holding up or down after the input. | * 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. | * 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. On hit, it can lead into a combo by doing a vanish and linking a dash 2M. In the corner, the downward version can be used near the ground to extend combos. | |||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version= | |version=Normal Version | ||
|damage=2050 |guard=All | |damage=2050 |guard=All | ||
|startup= |active= |recovery= |frameAdv=-19 | |startup= |active= |recovery= |frameAdv=-19 | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version= | |version=Ground (Aimed up) | ||
|damage= | |damage= 2214 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ====== | ====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_WarpKamehameha.png |caption='' | |image=DBFZ_SSGoku_WarpKamehameha.png |caption='''''*pop*''''' | ||
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''" | |image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''"Oh... crapbask'''EEEEEEEEEEETS!!!'''"'' | ||
|input=236H+S (Air OK) | |input=236H+S (Air OK) | ||
|name=Warp Kamehameha | |name=Warp Kamehameha |
Revision as of 15:44, 11 November 2018
Son Goku (Super Saiyan) |
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Prejump: Assist Cooldown:
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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 |
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