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|- style="vertical-align:top;text-alighn:left" | |- style="vertical-align:top;text-alighn:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * Great solo damage. | ||
* Has a meterless sliding knockdown. | |||
* His buttons range from good to amazing, with one of the best 2M in the game. | |||
* Amazing stagger pressure with 4LL, and most of his normals being safe on block. | * Amazing stagger pressure with 4LL, and most of his normals being safe on block. | ||
* | * One of the few beam assist in the game. | ||
* Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain. | |||
* Makes good use out of | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Mix-up game is very basic | * Mix-up game is very basic. | ||
* While he has options for every situation, he is generally outclassed by specialist characters. | * While he has options for every situation, he is generally outclassed by specialist characters. | ||
|- | |- | ||
Line 49: | Line 46: | ||
====== <font style="visibility:hidden" size="0">5L</font> ====== | ====== <font style="visibility:hidden" size="0">5L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_5L.png |caption= | |image=DBFZ_SSGoku_5L.png |caption= | ||
|image2=DBFZ_SSGoku_5LL.png |caption2= | |image2=DBFZ_SSGoku_5LL.png |caption2= | ||
|image3=DBFZ_SSGoku_5LLL.png |caption3= | |image3=DBFZ_SSGoku_5LLL.png |caption3= | ||
|name=5L | |name=5L | ||
|data= | |data= | ||
Line 60: | Line 57: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Basic jab. | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
Line 68: | Line 63: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Placeholder | ||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
Line 77: | Line 69: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Can | * Stays grounded | ||
* Can link into j.L in the corner | |||
* | * Jails into Vanish | ||
}} | }} | ||
}} | }} | ||
Line 86: | Line 77: | ||
====== <font style="visibility:hidden" size="0">5M</font> ====== | ====== <font style="visibility:hidden" size="0">5M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_5M.png |caption= | |image=DBFZ_SSGoku_5M.png |caption= | ||
|name=5M | |name=5M | ||
|data= | |data= | ||
Line 94: | Line 85: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Mostly combo filler. | ||
}} | }} | ||
}} | }} | ||
Line 101: | Line 91: | ||
====== <font style="visibility:hidden" size="0">5H</font> ====== | ====== <font style="visibility:hidden" size="0">5H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_5H.png |caption= | |image=DBFZ_SSGoku_5H.png |caption= | ||
|name=5H | |name=5H | ||
|data= | |data= | ||
Line 109: | Line 99: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Wall | * Wall sticks on Smash hit. | ||
* Non-Smash can still combo into Super Dash in the corner. | |||
Staggered 5H can beat Solo Guard Cancel. | |||
}} | }} | ||
}} | }} | ||
Line 116: | Line 107: | ||
====== <font style="visibility:hidden" size="0">5S</font> ====== | ====== <font style="visibility:hidden" size="0">5S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_5S.png |caption= | |image=DBFZ_SSGoku_5S.png |caption= | ||
|name=5S | |name=5S | ||
|data= | |data= | ||
Line 124: | Line 115: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Mash or hold S to shoot all 6 Ki blasts. | ||
* | * Last Ki blast launches. | ||
You should always only use 2 Ki blasts. Shooting less is safer, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2L</font> ====== | ====== <font style="visibility:hidden" size="0">2L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_2L.png |caption= | |image=DBFZ_SSGoku_2L.png |caption= | ||
|name=2L | |name=2L | ||
|data= | |data= | ||
Line 140: | Line 131: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * A lower jab. | ||
Inferior to 5L in almost every way. | |||
}} | }} | ||
}} | }} | ||
Line 147: | Line 138: | ||
====== <font style="visibility:hidden" size="0">2M</font> ====== | ====== <font style="visibility:hidden" size="0">2M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_2M.png |caption= | |image=DBFZ_SSGoku_2M.png |caption=God normal | ||
|name=2M | |name=2M | ||
|data= | |data= | ||
Line 155: | Line 146: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Great range. | ||
* Launches on hit. | |||
2M 2M and 5S 2M beat mashing more often than you'd expect. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">2H</font> ====== | ====== <font style="visibility:hidden" size="0">2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_2H.png |caption= | |image=DBFZ_SSGoku_2H.png |caption= | ||
|name=2H | |name=2H | ||
|data= | |data= | ||
Line 170: | Line 162: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Puts him airborne. | ||
* | * Smash hit combos into Super Dash. | ||
Go to anti-air. 2H > j.236S[2] beats counter 2H. | |||
}} | }} | ||
}} | }} | ||
Line 186: | Line 178: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Keeps grounded opponent standing. | |||
2S > SD and 2S 2S both true combo on airborne opponent. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">6M</font> ====== | ====== <font style="visibility:hidden" size="0">6M</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_6M.png |caption= | |image=DBFZ_SSGoku_6M.png |caption= | ||
|name=6M | |name=6M | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Universal overhead. | ||
* Uses the same hitboxes and hurtboxes of Goku's j.H. | * Uses the same hitboxes and hurtboxes of Goku's j.H. | ||
}} | }} | ||
}} | }} | ||
Line 216: | Line 208: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Just another jab. | ||
Go-to fuzzy normal. Though it's not as good as other j.Ls. | |||
}} | }} | ||
}} | }} | ||
Line 232: | Line 223: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Decent range. | ||
}} | }} | ||
}} | }} | ||
Line 240: | Line 230: | ||
====== <font style="visibility:hidden" size="0">j.H</font> ====== | ====== <font style="visibility:hidden" size="0">j.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_jH.png |caption= | |image=DBFZ_SSGoku_jH.png |caption=Hammer | ||
|name=j.H | |name=j.H | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | |||
{{AttackVersion|name=5LLLLLLL}} | |||
{{#lsth:DBFZ/SS Goku/Data|5LLLLLLL}} | |||
{{!}}- | {{!}}- | ||
{{Description|7|text= | |||
* Wall bounces on Smash hit. | |||
}} | |||
{{AttackVersion|name=j.H}} | |||
{{#lsth:DBFZ/SS Goku/Data|j.H}} | {{#lsth:DBFZ/SS Goku/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Causes a sliding knockdown on Smash hit. | ||
Go-to jump in. On safe jumps, j.H 4S is an OS that gives j.H > j.S on hit or a Reflect on whiff. | |||
}} | }} | ||
}} | }} | ||
Line 256: | Line 252: | ||
====== <font style="visibility:hidden" size="0">j.S</font> ====== | ====== <font style="visibility:hidden" size="0">j.S</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_jS.png |caption= | |image=DBFZ_SSGoku_jS.png |caption= | ||
|name=j.S | |name=j.S | ||
|data= | |data= | ||
Line 264: | Line 260: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Combo filler. | |||
Jump back j.S is a decent keep away. Can also be used to snipe grounded opponent, but beware of the landing recovery. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ====== <font style="visibility:hidden" size="0">j.2H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_j2H.png |caption= | |image=DBFZ_SSGoku_j2H.png |caption= | ||
|name=j.2H | |name=j.2H | ||
|data= | |data= | ||
Line 278: | Line 275: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Smash hit combos into Super Dash. | ||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Dragon Flash Fist</font> ====== | ====== <font style="visibility:hidden" size="0">Dragon Flash Fist</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_DragonFlashFist.png |caption= | |image=DBFZ_SSGoku_DragonFlashFist.png |caption= | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
|name=Dragon Flash Fist | |name=Dragon Flash Fist | ||
Line 293: | Line 288: | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{Description|8|text= | ||
* Ground version doesn't have Head attribute. | |||
}} | |||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:DBFZ/SS Goku/Data|236L}} | {{#lsth:DBFZ/SS Goku/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air L}} | ||
{{#lsth:DBFZ/SS Goku/Data|j.236L}} | {{#lsth:DBFZ/SS Goku/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Sliding knockdown on Smash hit. Can combo into Supers. | ||
* | * Goes half screen. | ||
j.S > j.236L is his anywhere meterless sliding knockdown. Oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay. | |||
}} | }} | ||
{{AttackVersion|name=Ground M}} | |||
{{AttackVersion|name=M}} | |||
{{#lsth:DBFZ/SS Goku/Data|236M}} | {{#lsth:DBFZ/SS Goku/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air M}} | ||
{{#lsth:DBFZ/SS Goku/Data|j.236M}} | {{#lsth:DBFZ/SS Goku/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Ground bounce and sliding knockdown on Smash hit. | * Ground bounce and sliding knockdown on Smash hit. | ||
* | * Goes almost fullscreen. | ||
Can be linked from M Flurry Kick in the corner, which is also the only way for him to solo extend with the ground bounce. | |||
}} | }} | ||
{{AttackVersion|name=Ground H}} | |||
{{AttackVersion|name=H}} | |||
{{#lsth:DBFZ/SS Goku/Data|236H}} | {{#lsth:DBFZ/SS Goku/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air H}} | ||
{{#lsth:DBFZ/SS Goku/Data|j.236H}} | {{#lsth:DBFZ/SS Goku/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Teleports on | * Teleports to the opponent anywhere on screen. | ||
* [ ] values are mid-combo. | |||
* Ground bounce and sliding knockdown on Smash hit. | * Ground bounce and sliding knockdown on Smash hit. | ||
Is a lot easier to combo into and solo extend with the ground bounce than M version. | |||
Teleport comes from the direction '''Goku's'' facing and not the opponent's. So a cross up into j.236H will hit from their back. | |||
}} | }} | ||
}} | }} | ||
Line 339: | Line 337: | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=L}} | {{Description|8|text= | ||
* Ground version doesn't have Head attribute. | |||
}} | |||
{{AttackVersion|name=Ground L}} | |||
{{#lsth:DBFZ/SS Goku/Data|214L}} | {{#lsth:DBFZ/SS Goku/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air L}} | ||
{{#lsth:DBFZ/SS Goku/Data|j.214L}} | {{#lsth:DBFZ/SS Goku/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Ground version keeps grounded opponent standing. | |||
* Ground version keeps opponent | j.214L after a blocked SD is a decent check. | ||
Commonly used before air Super ender. | |||
}} | |||
{{AttackVersion|name=M}} | {{AttackVersion|name=Ground M}} | ||
{{#lsth:DBFZ/SS Goku/Data|214M}} | {{#lsth:DBFZ/SS Goku/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air M}} | ||
{{#lsth:DBFZ/SS Goku/Data|j.214M}} | {{#lsth:DBFZ/SS Goku/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Smash on last hit. Smash hit wall sticks. | ||
* Smash | * Smash 5MMM wall bounces. | ||
* | * Ground version puts him in the air. | ||
Can link into SD in the corner. | |||
}} | |||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=Ground H}} | ||
{{#lsth:DBFZ/SS Goku/Data|214H}} | {{#lsth:DBFZ/SS Goku/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air H}} | ||
{{#lsth:DBFZ/SS Goku/Data|j.214H}} | {{#lsth:DBFZ/SS Goku/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Smash on last hit. Smash hit wall bounces. | ||
* | * Ground version puts him in the air. | ||
Smash hit has massive hitstun that can link into SD anywhere on screen. | |||
}} | }} | ||
}} | }} | ||
Line 379: | Line 380: | ||
====== <font style="visibility:hidden" size="0">Kamehameha</font> ====== | ====== <font style="visibility:hidden" size="0">Kamehameha</font> ====== | ||
{{MoveData | {{MoveData | ||
|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 | ||
Line 393: | Line 394: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Both versions can be angled by holding {{2}} or {{8}} after the input. | ||
* | * Ground and air sideways wall stick. | ||
* Ground aimed up and air aimed down launches. | |||
* Jails into Vanish. | |||
Tk.236S[2] is a good crossup fake out. | |||
Low to the ground j.236[2] is also used for advanced combos since it can link into sj.L | |||
}} | }} | ||
}} | }} | ||
Line 401: | Line 406: | ||
==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_Kamehameha.png |caption= | |image=DBFZ_SSGoku_Kamehameha.png |caption= | ||
|input=A1/A2 | |input=A1/A2 | ||
|name=Kamehameha | |name=Kamehameha | ||
Line 410: | Line 415: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Wall sticks. | ||
Not very useful for combo extension, typically only used at the end of corner combos into DR for snapbacks. It's mostly used to win neutral and cover for mixes. | |||
Goku assist into tick throw DR also works even at high level due to the colors of the two blends together. | |||
}} | }} | ||
}} | }} | ||
Line 432: | Line 439: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Both versions can be angled by holding {{2}} or {{8}} after the input. | ||
* | * Values in [ ] are for angled versions. | ||
* Minimum damage: Straight: 77*10 (770), Ground aimed up 81*10 (810), Air aimed down: 75*10 (750). | * Aimed down version causes a sliding knockdown. | ||
* Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750). | |||
j.236LM[2] can actually set up safe jumps if it's not too high up and Goku still has his air option. | |||
}} | }} | ||
}} | }} | ||
Line 441: | Line 449: | ||
====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ====== | ====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_WarpKamehameha.png |caption= | |image=DBFZ_SSGoku_WarpKamehameha.png |caption= | ||
|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 | ||
Line 451: | Line 459: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Teleports to the ground and to the opponent's back during the super freeze. | |||
* Minimum damage: 81*10 (810). | * Minimum damage: 81*10 (810). | ||
Uses after a sliding knockdown. | |||
}} | }} | ||
}} | }} | ||
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====== <font style="visibility:hidden" size="0">Meteor Smash</font> ====== | ====== <font style="visibility:hidden" size="0">Meteor Smash</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_MeteorSmash.png |caption= | |image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill? | ||
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2= | |image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=NO WAY IT KILLED!!1! | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
|name=Meteor Smash | |name=Meteor Smash | ||
Line 468: | Line 477: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Stays grounded, teleports to the opponent's back after the super freeze. | ||
* | * Causes a hard knockdown on hit. | ||
* | * Minimum damage: 1759. | ||
Goku's only invincible reversal. | |||
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by utilizing the fact that it teleports ''to the opponent's back.'' | |||
}} | }} | ||
}} | }} |
Revision as of 18:26, 3 November 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 friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order 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 | Template:AttackDataHeader-DBFZ |
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5M
5M |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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5H
5H |
Template:AttackDataHeader-DBFZ
| |||||
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Staggered 5H can beat Solo Guard Cancel. |
5S
5S |
Template:AttackDataHeader-DBFZ
| |||||
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You should always only use 2 Ki blasts. Shooting less is safer, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm. |
2L
2L |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Inferior to 5L in almost every way. |
2M
2M |
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2M 2M and 5S 2M beat mashing more often than you'd expect. |
2H
2H |
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Go to anti-air. 2H > j.236S[2] beats counter 2H. |
2S
2S |
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2S > SD and 2S 2S both true combo on airborne opponent. |
6M
6M |
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j.L
j.L |
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Go-to fuzzy normal. Though it's not as good as other j.Ls. |
j.M
j.M |
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j.H
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j.S
j.S |
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Jump back j.S is a decent keep away. Can also be used to snipe grounded opponent, but beware of the landing recovery. |
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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.