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* Great solo damage. | * Great solo damage. | ||
* Has | * Has an anywhere, meterless sliding knockdown. | ||
* His buttons range from good to amazing, with one of the best 2M in the game. | * 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. | ||
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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. | Has less range than his other mediums though so make sure not to whiff with this move. | ||
Mostly used as combo filler. | |||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Decent range | ||
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. | 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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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Wall | * Wall splat on Smash hit. | ||
* Non-Smash can still combo into Super Dash in the corner. | * Non-Smash can still combo into Super Dash in the corner. | ||
Staggered 5H can beat Solo Guard Cancel. | Staggered 5H can beat Solo Guard Cancel thanks to its "privileged" frame data. | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* A lower jab. | * A lower jab. | ||
Inferior to 5L in almost every way. | Inferior to 5L in almost every way. Though it's not a bad button to use to mash out of pressure. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Great range. | * Great range and very active hitbox. | ||
* Launches on hit. | * Launches on hit. | ||
Absolutely vital to Goku's gameplan | Absolutely vital to Goku's gameplan. 2M 2M and 5S 2M beat mashing more often than you'd expect. | ||
This amazing 2M and the damage Goku gets from it is why you have to respect his stagger. One wrong move and you can easily lose 5k. | |||
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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. On block, cancelling into j.236S[2] will beat counter 2H. | Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H attempts. | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Decent range. | * Decent range. | ||
IAD j.M is Goku's best cross-up option. | IAD j.M is Goku's best cross-up option. On hit, confirms with j.S into microdash 5L. | ||
}} | }} | ||
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* Sliding knockdown on Smash hit. Can combo into Supers. | * Sliding knockdown on Smash hit. Can combo into Supers. | ||
* Goes half screen. | * Goes half screen. | ||
j.S > j.236L is his anywhere meterless sliding knockdown. | j.S > j.236L is his anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay. | ||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
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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. | ||
j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where j.236M ▷ 5L/2L doesn't work. | |||
SD > j.214M into j.236M extension works at further from the corner than you'd expect. This extension is also Goku's highest damaging combo route. | |||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
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While the ground bounce is the same as M version, the fast teleport on startup makes it a lot easier to combo into and solo extend. | While the ground bounce is the same as M version, the fast teleport on startup makes it a lot easier to combo into and solo extend. | ||
Teleport | Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up normal jump into j.236H will hit from their back. IAD and super jump won't work because he will turn around. | ||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Ground version keeps grounded opponent standing. | * Ground version keeps grounded opponent standing. | ||
j.214L after a blocked SD is a decent check. | j.214L after a blocked SD (yours or the opponent's) is a decent check if they are pressing any button. | ||
Its fast startup also makes it able to combo from non-Smash j.H and j.2H. | |||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Smash on last hit. Smash hit wall | * Has great corner carry. | ||
* Smash on last hit. Smash hit wall splat, can link into SD in the corner. | |||
* Smash 5MMM wall bounces. | * Smash 5MMM wall bounces. | ||
* Ground version recovers in the air. | * Ground version recovers in the air. | ||
Absolutely suicidal to use in neutral. It is mostly used in corner BnBs. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen. | * 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. | * Ground version recovers in the air. | ||
Similar to M versions. H versions don't have enough utilities to justify the 1 bar it spends. | |||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Both versions can be angled by holding {{2}} or {{8}} after the input. | * Both versions can be angled by holding {{2}} or {{8}} after the input. | ||
* Ground and air sideways wall | * Ground and air sideways wall splat. | ||
* Ground aimed up and air aimed down launches. | * Ground aimed up and air aimed down launches. | ||
* Jails into Vanish. | * Jails into Vanish. | ||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
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==Assist== | ==Assist== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_SSGoku_Kamehameha.png |caption= | |image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101 | ||
|input=A1/A2 | |input=A1/A2 | ||
|name=Kamehameha | |name=Kamehameha | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Wall | * Wall splats. | ||
The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together. | |||
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. Typcally used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks. | |||
}} | }} | ||
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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). | ||
Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. | Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch. | ||
}} | }} | ||
}} | }} | ||
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* Causes a hard knockdown on hit, positions them at the opposite edge of the screen. | * 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. On hit, 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 hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha). | 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 18:40, 24 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 thanks to its "privileged" frame data. |
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. Though it's not a bad button to use to mash out of pressure. |
2M
2M |
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Absolutely vital to Goku's gameplan. 2M 2M and 5S 2M beat mashing more often than you'd expect. This amazing 2M and the damage Goku gets from it is why you have to respect his stagger. One wrong move and you can easily lose 5k. |
2H
2H |
Template:AttackDataHeader-DBFZ
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Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H attempts. |
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. On hit, confirms with j.S into microdash 5L. |
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 higher up to snipe grounded opponent, but beware of the landing recovery. This is also a fantastic combo filler, being used in all combos from basic BnBs to advanced loops. |
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) |
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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) |
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.