DBFZ/SS Goku: Difference between revisions

From Dustloop Wiki
(7 intermediate revisions by the same user not shown)
Line 70: Line 70:
* 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.
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.
* 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 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
Line 78: Line 79:
  |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.
* If the air autocombo is completed after this hit, a random Dragon Ball is obtained.
* Can be followed up with Super Dash by pressing L again or H+S.
* The only hit of the grounded autocombo needed to obtain a guaranteed Dragon Ball.
* Completing an air autocombo after this move results in a Dynamic hit.
* 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 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.
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.
  }}
  }}
}}
}}
Line 112: Line 114:
* 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.
* Can be followed up with Super Dash by pressing H again or H+S.
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.
* 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. 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.
  }}
  }}
}}
}}
Line 171: Line 174:
* 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.
Goku does a leaping uppercut upwards. Can be followed up with Super Dash by pressing H again or H+S. Go to anti-air, though since it has a firmly vertical hitbox, it should be used carefully. Can give Goku the height he needs to preform his double super setup.
* 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.
  }}
  }}
}}
}}
Line 199: Line 204:
* 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. Requires a counter hit, 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 that requires an assist or Sparking Blast to confirm into a combo. Has some low invincibility.
  }}
  }}
}}
}}
Line 229: Line 234:
* 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. Inputting j.M as j.LL will result in Goku gaining additional height, useful for confirming into j.S. Use j.M instead of j.LL when being too high would result in an attack whiffing.
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.
  }}
  }}
}}
}}
Line 244: Line 249:
* [] is on Smash hit.
* [] 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.
* Autocombo version wall-bounces in the corner and provides one random Dragon Ball.
* Dynamic hit wall-bounces in the corner and provides one random Dragon Ball.
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 rarely used to end air combos. 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.
* 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 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.
  }}
  }}
}}
}}
Line 274: Line 280:
* 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.
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.
* Can be followed up with Super Dash by pressing H again or H+S.
* 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.
  }}
  }}
}}
}}

Revision as of 02:01, 20 February 2019

Son Goku (Super Saiyan)
DBFZ SS Goku Portrait.png
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. 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
  • 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, 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.


Normals

5L
5L
DBFZ SSGoku 5L.png
Sweet and simple.
DBFZ SSGoku 5LL.png
Medium in disguise.
DBFZ SSGoku 5LLL.png
Roundhouse!
400 All - 6 3 - - 700 All - 3 - - 1000 All - 18 - -
5M
5M
DBFZ SSGoku 5M.png
The Saiyan's Elbow
700 All - 9 17 - -
5H
5H
DBFZ SSGoku 5H.png
Kick 'em to the curb!
850 All - 14 22 - -
5S
5S
DBFZ SSGoku 5S.png
ATATATATATA
300*1~6 All - 13 - -
2L
2L
DBFZ SSGoku 2L.png
Why couldn't this move be a low?
400 All - 6 10 - -
2M
2M
DBFZ SSGoku 2M.png
Slide into those (2)M's
700 Low - 10 17 - -
2H
2H
DBFZ SSGoku 2H.png
SHORYUKEN!
850 All - - -
2S
2S
DBFZ SSGoku 2S.png
Hitstun in a can.
600 All - 13 - -
6M
6M Se, no!
850 High - 24 6 10 - -
j.L
j.L
DBFZ SSGoku jL.png
400 High - - -
j.M
j.M
DBFZ SSGoku jM.png
700 High - - -
j.H
j.H
DBFZ SSGoku jH.png
GOKU SMASH
850 [1000] High - - -
j.S
j.S
DBFZ SSGoku jS.png
Step 1: Spark, Step 2: j.S, Step 3: Profit
600 All - - -
j.2H
j.2H
DBFZ SSGoku j2H.png
Galactic Punt
850 All - 14 19 - -

Specials

Dragon Flash Fist
Dragon Flash Fist
236L/M/H (Air OK)
DBFZ SSGoku DragonFlashFist.png
Netplay Special: The Reckoning
900 High - 24 18 - - 1000 High - 26 18 - - 1100 High - 24 18 - -
Flurry Kick
Flurry Kick
214L/M/H (Air OK)
DBFZ SSGoku FlurryKick.png
TATSUMAKI SENPUKYAKU
470*2 All - 10 13 - - 270*4 All - 13 - - 240*6 All - 11 - -
Kamehameha
Kamehameha
236S (Air OK)
DBFZ SSGoku Kamehameha.png
"I've waited
DBFZ SSGoku Kamehameha Up.png
5 episodes
DBFZ SSGoku Kamehameha Down.png
for this!"
262*5 All - 18 - - 262*5 All - - -

Assist

Kamehameha
A1/A2
DBFZ SSGoku Kamehameha.png
Why are there so many versions of this move, Dende-dammit.
200*5 All - - -

Supers

Super Kamehameha
Super Kamehameha
236L+M (Air OK)
DBFZ SSGoku SuperKamehameha.png
The signature move.
DBFZ SSGoku SuperKamehameha Up.png
The snipe.
DBFZ SSGoku SuperKamehameha Down.png
The aerial signature move.
250*10 All - - - 270*10 All - - -
Warp Kamehameha
Warp Kamehameha
236H+S (Air OK)
DBFZ SSGoku WarpKamehameha.png
*pop*
DBFZ SSGoku WarpKamehameha2.png
"I'll be sure to visit your grave!"
270*10 All - - -
Meteor Smash
Meteor Smash
214L+M or 214H+S
DBFZ SSGoku MeteorSmash.png
"This is... to go... even further beyond!"
DBFZ SSGoku MeteorSmash2.png
"AAAAAAAAAAAAHHHHH!"
4208 All - - -


Template:Navbar-DBFZ