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| * Acts as Goku's only invincible reversal. | | * Acts as Goku's only invincible reversal. |
| * Minimum damage is 1548. | | * Minimum damage is 1548. |
| Goku's level 3. Goku transforms into Super Saiyan 3 and teleports behind the opponent, striking them with his elbow. Easy to punish with and combo into, but has zero vertical tracking. Due to the fact that this super surrenders control of the corner, pushes opponents too far to utilize the hard knockdown, and does less damage than Goku's air downward Super Kamehameha into Warp Kamehameha setup, this super isn't used for much other than reversals. If the opponent was under the effects of Sparking Blast when they got hit, they will continue to regenerate health though they will also use up Sparking Blast's timer. | | Goku's level 3. Goku transforms into Super Saiyan 3 and teleports behind the opponent, striking them with his elbow. Easy to punish with and combo into, but has zero vertical tracking. This is his best super for damage and oki though the hard knockdown can be difficult to use if the opponent wasn't sent to the corner. If the opponent was under the effects of Sparking Blast when they got hit, they will continue to regenerate health during the animation though the opponent will also use up their Sparking Blast's timer. |
| }} | | }} |
| }} | | }} |
Son Goku (Super Saiyan)
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Health:
Prejump:
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Balanced
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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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- 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.
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- 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, 236H, 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.
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Template:CharLinks-DBFZ
Normals
5L
5L
Sweet and simple. Medium in disguise. Roundhouse!
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400
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All
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-
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6
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3
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|
-
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-
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700
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All
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-
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3
|
|
-
|
-
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1000
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All
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-
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18
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-
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-
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5M
5H
5S
2L
2L
Why couldn't this move be a low?
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2M
2M
Slide into those (2)M's
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2H
2S
6M
j.L
j.M
j.H
j.S
j.S
Step 1: Spark, Step 2: j.S, Step 3: Profit
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j.2H
Specials
Dragon Flash Fist
Dragon Flash Fist 236L/M/H (Air OK)
Netplay Special: The Reckoning
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900
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High
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-
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24
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18
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-
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-
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1000
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High
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-
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26
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18
|
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-
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-
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1100
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High
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-
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24
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18
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-
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-
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Flurry Kick
Flurry Kick 214L/M/H (Air OK)
TATSUMAKI SENPUKYAKU
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470*2
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All
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-
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10
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13
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-
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-
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270*4
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All
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-
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13
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|
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-
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-
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240*6
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All
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-
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11
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-
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-
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Kamehameha
Kamehameha 236S (Air OK)
"I've waited 5 episodes for this!"
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262*5
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All
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-
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18
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|
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-
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-
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262*5
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All
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-
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|
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-
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-
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Assist
Kamehameha A1/A2
Why are there so many versions of this move, Dende-dammit.
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Supers
Super Kamehameha
Super Kamehameha 236L+M (Air OK)
The signature move. The snipe. The aerial signature move.
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250*10
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All
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-
|
|
|
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-
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-
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270*10
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All
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-
|
|
|
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-
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-
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Warp Kamehameha
Warp Kamehameha 236H+S (Air OK)
*pop* "I'll be sure to visit your grave!"
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Meteor Smash
Meteor Smash 214L+M or 214H+S
"This is... to go... even further beyond!" "AAAAAAAAAAAAHHHHH!"
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