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! | !Goku (Super Saiyan) | ||
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* Simple gameplan and overall well-rounded, allowing him to tackle most situations. | |||
* High average damage, especially in the corner. | * High average damage, especially in the corner. | ||
* Has an anywhere, meterless sliding knockdown. | * Has an anywhere, meterless sliding knockdown. | ||
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==Z Assists== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0"> | ======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Kamehameha | ||
|input= | |input=Assist A | ||
|image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101 | |image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101 | ||
|data= | |data= | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | |||
======<font style="visibility:hidden;font-size:0"> | |||
{{MoveData | {{MoveData | ||
|name= | |name=Flurry Kick | ||
|input= | |input=Assist B | ||
|image= | |image=DBFZ_SSGoku_???.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0"> | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Dragon Storm | ||
|input= | |input=Assist C | ||
|image= | |image=DBFZ_SSGoku_???.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{Description|7|text= | {{Description|7|text= | ||
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Revision as of 08:52, 20 February 2020
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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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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Go to anti-air. On block, cancel into j.214L to be safe. |
2S
2S |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ
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Special Moves
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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Z Assists
Assist A
Kamehameha Assist A |
Template:AttackDataHeader-DBFZ
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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. It's typically 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. |
Assist B
Flurry Kick Assist B |
Template:AttackDataHeader-DBFZ
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Assist C
Dragon Storm Assist C |
Template:AttackDataHeader-DBFZ
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Super Moves
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.