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* Stays grounded. | * Stays grounded. | ||
* Jails into Vanish on its own, or true string into 236S and then Vanish. | * Jails into Vanish on its own, or true string into 236S and then Vanish. | ||
* 5LLL > SD is not 2H-able. | * 5LLL > SD is not 2H-able in the corner (3f gap in the corner and 4f midscreen). | ||
Offers no mix-up potential and is very niche as a combo filler. The strength of this move is its huge blockstun, being one of the few normals in the game that can jail into Vanish. | Offers no mix-up potential and is very niche as a combo filler. The strength of this move is its huge blockstun, being one of the few normals in the game that can jail into Vanish. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Inferior to 5L in almost every way. Though it's not a bad button | Inferior to 5L in almost every way. Though it's not a bad button to mash out of pressure. | ||
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* Great range and very active hitbox. | * Great range and very active hitbox. | ||
* Launches on hit. | * Launches on hit. | ||
This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it | This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves. | ||
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* Puts Goku airborne. | * Puts Goku airborne. | ||
* Smash hit combos into Super Dash. | * Smash hit combos into Super Dash. | ||
Go to anti-air. On block, | Go to anti-air. On block, cancel into j.214L to be safe. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* | * All ground versions don't have Head attribute. | ||
* Removes any landing recovery. | * Removes any landing recovery. | ||
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* Goes half screen. | * Goes half screen. | ||
j.S > j.236L is Goku's anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay. | j.S > j.236L is Goku's anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay. | ||
Can be done after a jump in as a double overhead of sort, but the reward isn't great, it can whiff over them, and you're wide open as you're charging forward. | |||
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{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
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While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible 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 more flexible to combo into and solo extend. | ||
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up | A lot stronger as a jump in double overhead compares to j.236L, as the animation is more ambiguous, it can't whiff, and on hit you can extend with Vanish. It can be used as a decent Spark bait thanks to being full invul during the teleport. | ||
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a double cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around. | |||
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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. | ||
H versions don't have enough utilities to justify the 1 bar they spend. | H versions don't have enough utilities to justify the 1 bar they spend. Can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it ''really'' leaves you wide open... | ||
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* 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. | ||
2H (blocked) > j.236S[2] cannot be mashed back, counter 2H'd, or jumped out due to it only having a 3f gap. If they try one of those things and get hit in the corner, he can combo straight into 2M and do a full combo. Goku's in a safe-ish range doing this midscreen, but it's still best to Vanish and take your plus frames. | |||
Note that the opponent ''can'' hard read the Kame with Reflect, at which point there isn't much you can do if you have no assists to back you up. Definitely ''do not'' panic (or auto-pilot) Vanish and put yourself in the corner if you see the Reflect. | |||
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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. On hit, the | Goku's only invincible reversal. On hit, the easy universal safejump is (buffered) dash jump j.M. | ||
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 10:47, 28 January 2020
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
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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An okay button on its own, though overshadowed by 2M. It's negative on block so beware of ending blockstring with this during stagger. |
5H
5H |
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A standard 5H, though the combination of startup and active allows this to beat Solo Guard Cancel clean on reaction. |
5S
5S |
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Really good button to stagger with as it's safe and push the opponent out a decent amount. In neutral, you should always only use 2 Ki blasts. Shooting less is safer overall, 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 mash out of pressure. |
2M
2M |
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This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves. |
2H
2H |
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Go to anti-air. On block, cancel into j.214L to be safe. |
2S
2S |
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Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. |
6M
6M |
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j.L
j.L |
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Just another jab. Not really good for fuzzy as rising j.L can only hit very tall characters. |
j.M
j.M |
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Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or j.S into microdash 5L, depending on the height. |
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 another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops. On safe jumps, j.M (or j.H) 4S is an OS that gives j.M > j.S on hit or a Reflect on whiff. |
j.2H
j.2H |
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Special Moves
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) |
Template:AttackDataHeader-DBFZ |
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Assist
Kamehameha A1/A2 |
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Super Moves
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.