(→j.H) |
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* Short distance. | * Short distance. | ||
* Ground version causes a soft knockdown, aerial | * Ground version causes a soft knockdown, aerial version causes a sliding knockdown on air-to-air hit. | ||
* Ground version while still counts as airborne, doesn't have head property. Thus cannot be anti-aired with moves like 2H. | * Ground version while still counts as airborne, doesn't have head property. Thus cannot be anti-aired with moves like 2H. | ||
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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* Moderate distance. | * Moderate distance. | ||
* | * Always causes a sliding knockdown. | ||
* Ground version while still counts as airborne, doesn't have head property. Thus cannot be anti-aired with moves like 2H. | * Ground version while still counts as airborne, doesn't have head property. Thus cannot be anti-aired with moves like 2H. | ||
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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* Teleports to the opponent. | * Teleports to the opponent. | ||
* | * Always causes a sliding knockdown. | ||
* Both ground and air version count as airborne, have head property, ''very'' vulnerable to 2H. | * Both ground and air version count as airborne, have head property, ''very'' vulnerable to 2H. | ||
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. | 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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* Counts as airborne. | * Counts as airborne. | ||
* | * Consumes Smash if no Smash has been used in the combo. | ||
* | * Smash version causes wallbounce in the corner. | ||
* Smash 5MMM causes a bigger wallbounce that takes opponents out of the corner. | |||
Goku does 4 hits of a flying kick. Used for Goku's optimal corner combos. Also used for conversions into downwards Super Kamehameha in the corner. | Goku does 4 hits of a flying kick. Used for Goku's optimal corner combos. Also used for conversions into downwards Super Kamehameha in the corner. | ||
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* Counts as airborne. | * Counts as airborne. | ||
* | * Similar to M version but causes wallbounce anywhere on the screen, setting up for a super dash. | ||
Goku does 6 hits of a flying kick. Massive corner carry mid-screen and optimal damage in the corner, though the medium version is more meter efficient. | Goku does 6 hits of a flying kick. Massive corner carry mid-screen and optimal damage in the corner, though the medium version is more meter efficient. | ||
}} | }} |
Revision as of 13:34, 27 January 2019
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 or 214H+S |
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