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{{Description|8|text= | {{Description|8|text= | ||
* Basic jab. | * Basic jab. | ||
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 and a better hitbox for catching airborne opponents. | |||
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{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Has less range than his other mediums though so make sure not to whiff with this move. | |||
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{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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* Can link into j.L in the corner | * Can link into j.L in the corner | ||
* Jails into Vanish | * Jails into Vanish | ||
Offers no mix-up potential and doesn't provide him any combos that are as damaging as his other routes. The hitbox while reaches behind him is also firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent. | |||
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{{Description|7|text= | {{Description|7|text= | ||
* Mostly combo filler. | * Mostly combo filler. | ||
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. | |||
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* Great range. | * Great range. | ||
* Launches on hit. | * Launches on hit. | ||
2M 2M and 5S 2M beat mashing more often than you'd expect. | Absolutely vital to Goku's gameplan. It has great range and a low hurtbox for use in neutral and stagger. 2M 2M and 5S 2M beat mashing more often than you'd expect. | ||
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* Puts him airborne. | * Puts him airborne. | ||
* Smash hit combos into Super Dash. | * Smash hit combos into Super Dash. | ||
Go to anti-air. | Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Decent range. | * Decent range. | ||
IAD j.M is Goku's best cross-up option. | |||
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* Ground bounce and sliding knockdown on Smash hit. | * Ground bounce and sliding knockdown on Smash hit. | ||
* Goes almost fullscreen. | * 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. | Can be linked from M Flurry Kick in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. | ||
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{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
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Is a lot easier to combo into and solo extend with the ground bounce than M version. | 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. | Teleport comes from the direction '''Goku's'' facing and not the opponent's. So a cross-up jump into j.236H will hit from their back. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Smash on last hit. Smash hit wall | * Smash on last hit. Smash hit wall stick, can link into SD in the corner. | ||
* Smash 5MMM wall bounces. | * Smash 5MMM wall bounces. | ||
* Ground version | * Ground version recovers in the air. | ||
Mostly used in corner BnBs. | |||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Smash on last hit. Smash hit wall bounces | * Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen. | ||
* Ground version recovers in the air. | |||
Doesn't have enough utilities for the 1 bar it spent. | |||
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* Ground aimed up and air aimed down launches. | * Ground aimed up and air aimed down launches. | ||
* Jails into Vanish. | * Jails into Vanish. | ||
Tk.236S[2] is a | 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. Tk.236S[2] is also a very efficient cross-up fake out. | ||
Low to the ground j.236[2] is also used for advanced combos since it can link into sj.L | Low to the ground j.236[2] is also used for advanced corner combos since it can link into sj.L | ||
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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. | 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. | Goku assist into tick throw DR also works even at high level of plays due to the colors of the two blends together. | ||
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* Teleports to the ground and to the opponent's back during the super freeze. | * Teleports to the ground and to the opponent's back during the super freeze. | ||
* Minimum damage: 81*10 (810). | * Minimum damage: 81*10 (810). | ||
Does as much damage as grounded Super Kamehameha aimed up, and thanks to the teleport it's almost always the go-to Lv1 to use midscreen. The only real downside is the sideswitch. | |||
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{{Description|7|text= | {{Description|7|text= | ||
* Stays grounded, teleports to the opponent's back after the super freeze. | * Stays grounded, teleports to the opponent's back after the super freeze. | ||
* Causes a hard knockdown on hit. | * Causes a hard knockdown on hit, positions them at the opposite edge of the screen. | ||
* Minimum damage: 1759. | * Minimum damage: 1759. | ||
Goku's only invincible reversal. | Goku's only invincible reversal. The most you can get as oki is dash jump j.M safejump. | ||
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by | Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha). | ||
}} | }} | ||
}} | }} |
Revision as of 13:30, 5 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 |
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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. |
5H
5H |
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Staggered 5H can beat Solo Guard Cancel. |
5S
5S |
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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 |
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Inferior to 5L in almost every way. |
2M
2M |
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Absolutely vital to Goku's gameplan. It has great range and a low hurtbox for use in neutral and stagger. 2M 2M and 5S 2M beat mashing more often than you'd expect. |
2H
2H |
Template:AttackDataHeader-DBFZ
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Go to anti-air. On block, cancelling into j.236S[2] will beat 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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IAD j.M is Goku's best cross-up option. |
j.H
j.H | Template:AttackDataHeader-DBFZ |
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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) |
Template:AttackDataHeader-DBFZ |
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Flurry Kick
Flurry Kick 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Assist
Kamehameha A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
Super Kamehameha
Super Kamehameha 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Warp Kamehameha
Warp Kamehameha 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Meteor Smash
Meteor Smash 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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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.