(→5L) |
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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. | ||
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 | * 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. | |||
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{{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 | 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. | ||
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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. | ||
Goku does a sidekick, which counts as a Smash and sends them flying sideways | * 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. | |||
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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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* 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 | 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. | ||
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* 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 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. | ||
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* [] 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. | ||
* | * 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 | * 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. | |||
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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. | ||
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 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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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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