(→Supers) |
(→5L) |
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{{ | {{#lsth:DBFZ/SS Goku/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
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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. | * 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. | * One low (2M); makes his high-low mixup game very weak. | ||
* His 6M, 2H, | * 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. | * Little to no defensive options. His only reversal is very expensive, generally making it risky to use. | ||
|- | |- | ||
|} | |} | ||
{{ | {{#lst:DBFZ/SS Goku/Data|Links}} | ||
<br clear=all/> | <br clear=all/> | ||
==Normals== | ==Normals== | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
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* Can be canceled into from itself, even on whiff. | * Can be canceled into from itself, even on whiff. | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
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. | 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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* 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. | ||
* Auto-corrects on side switch. | |||
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 | 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 and his best combo starter. It has less range than his other 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= | ||
* Can be canceled into from 5LL, even on whiff. | |||
* Auto-corrects on side switch. | |||
* Uses up Goku's Smash. Always Smashes even if his Smash was already used. | * Uses up Goku's Smash. Always Smashes even if his Smash was already used. | ||
* | * Can be followed up with Super Dash by pressing L again or H+S. | ||
* Completing an air autocombo after this move results in a Dynamic hit. | |||
* 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 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 his other bread-and-butters while also using up his Smash very early into a combo. To make matters worse, the hitbox of this move is firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent. This makes it near difficult to combo into without using the initial activation of Sparking Blast or certain assists while also preventing this move's auto-correct from threatening airborne approaches. Not all is lost, as this move has the damage and scaling of a heavy while also being safe on block. | |||
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 | |||
}} | }} | ||
}} | }} | ||
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|startup=9 |active=17 |recovery= |frameAdv=-7 | |startup=9 |active=17 |recovery= |frameAdv=-7 | ||
|description= | |description= | ||
* Jump cancelable on hit. | * Jump cancelable on hit. | ||
Goku steps forward and does an elbow strike upwards, hitting mid. Should always be used after 2M as it is a better neutral and block string tool that needs 5M's jump cancel properties to convert into max damage. Can clash with super dash if timed well. | |||
}} | }} | ||
}} | }} | ||
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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 | * Can be followed up with Super Dash by pressing H again or H+S. | ||
* Used at the end of Goku's grounded Dragon Rush if it connects mid-combo. | |||
Goku does a sidekick, which counts as a Smash and sends them flying sideways | Goku does a sidekick, which counts as a Smash and sends them flying sideways. 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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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=300 |guard=All | |damage=300*1~6 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv=-4 | |startup=13 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* | * The sixth blast knocks the opponent back on grounded hit. | ||
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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|description= | |description= | ||
*Can be canceled into from itself, even on whiff. | *Can be canceled into from itself, even on whiff. | ||
Goku crouches and jabs. It's a better meaty than his 5L and has a smaller hurtbox, but is inferior to 5L in almost every other way. | Goku crouches and jabs. It's a better meaty than his 5L and has a smaller hurtbox, but is inferior to 5L in almost every other way. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard= | |damage=700 |guard=Low | ||
|startup=10 |active=17 |recovery= |frameAdv=-5 | |startup=10 |active=17 |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
*Goku's only low. | * Goku's only low. | ||
Goku crouches and does a sidekick. Absolutely vital to Goku's gameplan. It has great range and a low hurtbox for use in neutral, it puts grounded opponents into an airborne state without using his Smash or wall bounce for combos, and its his only low for pressure. | Goku crouches and does a sidekick. Absolutely vital to Goku's gameplan. It has great range and a low hurtbox for use in neutral, it puts grounded opponents into an airborne state without using his Smash or wall bounce for combos, and its his only low for pressure. | ||
}} | }} | ||
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* Uses up Goku's Smash. | * Uses up Goku's Smash. | ||
* Launches higher with more hitstun if Smash hasn't been used. | * Launches higher with more hitstun if Smash hasn't been used. | ||
* Can be followed up with Super Dash by pressing H again or H+S. | |||
* Used at the end of Goku's grounded Dragon Rush if it connects in neutral. | |||
Goku does a leaping uppercut. Go to anti-air, though since it has a firmly vertical hitbox and a large amount of endlag it should be used carefully. Cancels into airborne specials meaning that if they are done immediately after this move, Kamehameha and Super Kamehameha can be aimed forward or downward, all versions of Dragon Flash Fist are vulnerable to anti-airs, and Meteor Smash cannot be used. The Smash version can give Goku the height he needs to preform his double super setup. | |||
}} | }} | ||
}} | }} | ||
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|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= | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard= | |damage=850 |guard=High | ||
|startup=24 |active=6 |recovery=10 |frameAdv=0 | |startup=24 |active=6 |recovery=10 |frameAdv=0 | ||
|description= | |description= | ||
* Counts as airborne. | * Counts as airborne. | ||
* 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 slams down with both arms. Universal overhead that requires an assist or Sparking Blast to confirm into a combo. Has some low invincibility. | |||
Goku does a short hop and slams down with both arms. Universal overhead | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=400 |guard= | |damage=400 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Double jump cancelable. | * Double jump cancelable. | ||
* Can cancel into itself. | * Can cancel into itself. | ||
Goku does a jumping straight jab. Input as j.4LL to string together two j.L's in a row. | Goku does a jumping straight jab. Input as j.4LL to string together two j.L's in a row. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=700 |guard= | |damage=700 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Double jump cancelable. | * Double jump cancelable. | ||
* Can Reverse Beat back to j.L. | * Can Reverse Beat back to j.L. | ||
Goku does a jumping sidekick. This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. Inputting j.M as j.LL will result prevent Goku from doing a second j.L but in exchange will grant him additional height, useful for confirming into j.S. Delaying the autocombo version of this move after a j.L with backwards momentum will result in an extreme altitude boost that allows a follow-up j.S to combo into an additional j.LL for optimal damage. Use j.M instead of j.LL to prevent an attack following a double jump from whiffing due to over-shooting. | |||
Goku does a jumping sidekick. Inputting j.M as j.LL will result in | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=850 |guard= | |damage=850 [1000] |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* [] is on Smash hit. | |||
* Knock-down state changes depending on Goku's usage of his Smash. | * Knock-down state changes depending on Goku's usage of his Smash. | ||
* | * Dynamic hit wall-bounces in the corner and provides one random Dragon Ball. | ||
* Used at the end of Goku's air Dragon Rush if it connects mid-combo. | |||
Goku does a two-handed overhead smash. This is his best jump-in and cross-up tool, as well as his best damaging and scaling air normal for starting ground combos. Thanks to j.S's ability to combo into 236L, this move is | Goku does a two-handed overhead smash. This is his best jump-in and cross-up tool, as well as his best damaging and scaling air normal for starting ground combos. Thanks to j.S's ability to combo into 236L, this move is only used to end highly scaled combos, usually into Warp Kamehameha. This move will only provide a sliding knockdown if the move that used Goku's smash was a 2H, j.2H, or 5LLL. If j.H would have produced a sliding knockdown connects but the combo is then extended (like through a vanish), then all knockdowns (except those provided by supers) will be soft knockdowns. | ||
}} | }} | ||
}} | }} | ||
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|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. 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. | 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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* Uses up Goku's Smash. | * Uses up Goku's Smash. | ||
* Launches higher with more hitstun if Smash hasn't been used yet. | * Launches higher with more hitstun if Smash hasn't been used yet. | ||
* Can be followed up with Super Dash by pressing H again or H+S. | |||
Goku does an upward kick that, unlike his other air normals, is not an overhead | * Used at the end of Goku's air Dragon Rush if it connects in neutral. | ||
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. If Goku uses the Smash version after already expending his Super Dash he can still use the heavy version of Dragon Flash Fist to convert the hit into a sliding knockdown. | |||
}} | }} | ||
}} | }} | ||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=L | |version=L | ||
|damage=900 |guard= | |damage=900 |guard=High | ||
|startup=24 |active=18 |recovery= |frameAdv=-5 | |startup=24 |active=18 |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
* | * Short distance. | ||
* | * Ground version causes a soft knockdown, aerial version causes a sliding knockdown on air-to-air hit. | ||
* Ground version counts as airborne, but lacks the head property on its hitbox, meaning anti-airs aren't invincible against it. | |||
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. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=M | |version=M | ||
|damage= 1000 |guard= | |damage=1000 |guard=High | ||
|startup=26 |active=18 |recovery= |frameAdv=-5 | |startup=26 |active=18 |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
* | * Moderate distance. | ||
* | * Always causes a sliding knockdown. | ||
* Ground version counts as airborne, but lacks the head property on its hitbox, meaning anti-airs aren't invincible against it. | |||
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. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= 1100 |guard= | |damage=1100 |guard=High | ||
|startup=24 |active=18 |recovery= |frameAdv=-5 | |startup=24 |active=18 |recovery= |frameAdv=-5 | ||
|description= | |description= | ||
* Teleports to the opponent. | |||
* Teleports to the opponent | * Always causes a sliding knockdown. | ||
* | * Both ground and air versions count as airborne and have the head property on their hitboxes, so they are vulnerable to anti-airs. | ||
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=470*2 |guard=All | ||
|startup=10 |active=13 |recovery= |frameAdv=-3 | |startup=10 |active=13 |recovery= |frameAdv=-3 | ||
|description= | |description= | ||
*Counts as airborne. | * Counts as airborne. | ||
Goku does 2 hits of a flying kick. Used in mid-screen combos to convert into downwards Super Kamehameha. Doesn't knock down. Safe on block. | Goku does 2 hits of a flying kick. Used in mid-screen combos to convert into downwards Super Kamehameha. Doesn't knock down. Safe on block. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=M | |version=M | ||
|damage= | |damage=270*4 |guard=All | ||
|startup=13 |active= |recovery= |frameAdv= | |startup=13 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* 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. | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= | |damage=240*6 |guard=All | ||
|startup=11 |active= |recovery= |frameAdv= | |startup=11 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* 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. | |||
}} | }} | ||
}} | }} | ||
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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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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version=Ground | |version=Ground | ||
|damage= | |damage=262*5 |guard=All | ||
|startup=18 |active= |recovery= |frameAdv=-16 | |startup=18 |active= |recovery= |frameAdv=-16 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=Air | |version=Air | ||
|damage= | |damage=262*5 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* 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 | ||
|damage= | |damage=200*5|guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Good for controlling ground space in neutral | * Good for controlling ground space in neutral. | ||
* Good for extending combos | * 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. | 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. | ||
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====== <font style="visibility:hidden" size="0">Super Kamehameha</font> ====== | ====== <font style="visibility:hidden" size="0">Super Kamehameha</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_SuperKamehameha.png |caption=The signature move | |image=DBFZ_SSGoku_SuperKamehameha.png |caption=The signature move. | ||
|image2=DBFZ_SSGoku_SuperKamehameha_Up.png |caption2=The snipe | |image2=DBFZ_SSGoku_SuperKamehameha_Up.png |caption2=The snipe. | ||
|image3=DBFZ_SSGoku_SuperKamehameha_Down.png |caption3=The aerial signature move | |image3=DBFZ_SSGoku_SuperKamehameha_Down.png |caption3=The aerial signature move. | ||
|input=236L+M (Air OK) | |input=236L+M (Air OK) | ||
|name=Super Kamehameha | |name=Super Kamehameha | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|version= | |version=Normal | ||
|damage= | |damage=250*10 |guard=All | ||
|startup= |active= |recovery= |frameAdv=-19 | |startup= |active= |recovery= |frameAdv=-19 | ||
|description= | |description= | ||
}} | }} | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|header=no | |header=no | ||
|version=Ground (Aimed up) | |version=Ground (Aimed up) | ||
|damage= | |damage=270*10 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Ground version can be angled upward by holding up after the input. | * Ground version can be angled upward by holding up or down after the input. | ||
* Air version can be angled downward by holding down after the input, which can cause a sliding knockdown. | * Air version can be angled downward by holding up or down after the input, which can cause a sliding knockdown. | ||
* | * Minimum damage is 75*10 (750). Upward version minimum damage is 81*10 (810). | ||
His beam has significantly low recovery, which not only makes punishes incredibly difficult, but it's possible to combo afterwards with certain supers and techniques. Goku can combo into Warp Kamehameha using the air angled downward version of Super Kamehameha if he and his target are high enough in the air. The grounded upward angled version does more damage than any other version. | |||
His beam has significantly low recovery, which not only makes punishes incredibly difficult, but it's possible to combo afterwards with certain supers and techniques. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_WarpKamehameha.png |caption='''''*pop*''''' | |image=DBFZ_SSGoku_WarpKamehameha.png |caption='''''*pop*''''' | ||
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''" | |image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''"I'll be sure to visit your grave!"'' | ||
|input=236H+S (Air OK) | |input=236H+S (Air OK) | ||
|name=Warp Kamehameha | |name=Warp Kamehameha | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage=270*10 |guard=All | |||
|damage= | |||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
Goku uses Instant Transmission to teleport behind the opponent on the ground as he releases his charged close ranged Kamehameha in an upward direction. He will always teleport near the opponent on the ground, no matter where he performs the attack. | * Minimum damage is 81*10 (810). | ||
Goku uses Instant Transmission to teleport behind the opponent on the ground as he releases his charged close ranged Kamehameha in an upward direction. He will always teleport near the opponent on the ground, no matter where he performs the attack. Very similar to his non-warp upward Super Kamehameha but it has more start-up. | |||
}} | }} | ||
}} | }} | ||
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|image=DBFZ_SSGoku_MeteorSmash.png |caption='''''"This is... to go... even further beyond!"''''' | |image=DBFZ_SSGoku_MeteorSmash.png |caption='''''"This is... to go... even further beyond!"''''' | ||
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2='''''"AAAAAAAAAAAAHHHHH!"''''' | |image2=DBFZ_SSGoku_MeteorSmash2.png |caption2='''''"AAAAAAAAAAAAHHHHH!"''''' | ||
|input=214L+M | |input=214L+M or 214H+S | ||
|name=Meteor Smash | |name=Meteor Smash | ||
|data= | |data= | ||
{{AttackData-DBFZ | {{AttackData-DBFZ | ||
|damage= 4208 |guard=All | |damage=4208 |guard=All | ||
|startup= |active= |recovery= |frameAdv=-14 | |startup= |active= |recovery= |frameAdv=-14 | ||
|description= | |description= | ||
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* Blockable after Goku teleports. | * Blockable after Goku teleports. | ||
* Acts as Goku's only invincible reversal. | * Acts as Goku's only invincible reversal. | ||
* Minimum damage is 1759. | |||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
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{{ | {{#lsth:DBFZ/SS Goku/Data|Links}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Goku]] | [[Category: Goku]] |
Revision as of 02:01, 20 February 2019
Son Goku (Super Saiyan) |
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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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