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{{#lst:{{PAGENAME}}/Data|5L}} | {{#lst:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
Basic jab. Identical startup as 2L, but has more active frames and longer range for catching airborne opponents. | Basic jab. Identical startup as 2L, but has more active frames and longer range for catching airborne opponents. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|5LL}} | {{#lst:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
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{{#lst:{{PAGENAME}}/Data|5LLL}} | {{#lst:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* 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. | ||
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{{#lst:{{PAGENAME}}/Data|5M}} | {{#lst:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Good button with a high hitbox. Though both of Goku's M buttons are negative on block so beware of ending blockstring with these moves during stagger. | Good button with a high hitbox. Though both of Goku's M buttons are negative on block so beware of ending blockstring with these moves during stagger. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|5H}} | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Wall splats on Smash hit. | * Wall splats 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. | ||
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{{#lst:{{PAGENAME}}/Data|5S}} | {{#lst:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Mash or hold S to shoot all 6 Ki blasts even on whiff. | * Mash or hold S to shoot all 6 Ki blasts even on whiff. | ||
* Last Ki blast launches on hit. | * Last Ki blast launches on hit. | ||
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{{#lst:{{PAGENAME}}/Data|2L}} | {{#lst:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Inferior to 5L in almost every way. Though it's not a bad button to mash out of pressure. | Inferior to 5L in almost every way. Though it's not a bad button to mash out of pressure. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|2M}} | {{#lst:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Launches on hit. | * Launches on hit. | ||
Goes a lot further than SSB Goku's 2M, but is extremely slow. Cannot true string from 5L and 2L. | Goes a lot further than SSB Goku's 2M, but is extremely slow. Cannot true string from 5L and 2L. | ||
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{{#lst:{{PAGENAME}}/Data|2H}} | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Puts Goku airborne. | * Puts Goku airborne. | ||
* Smash hit combos into Super Dash. | * Smash hit combos into Super Dash. | ||
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{{#lst:{{PAGENAME}}/Data|2S}} | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Keeps grounded opponent standing on hit. | * Keeps grounded opponent standing on hit. | ||
Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. | Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. | ||
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{{#lst:{{PAGENAME}}/Data|6M}} | {{#lst:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Universal overhead. | * Universal overhead. | ||
* Uses the same hitboxes and hurtboxes of Goku's j.H. | * Uses the same hitboxes and hurtboxes of Goku's j.H. | ||
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{{#lst:{{PAGENAME}}/Data|j.L}} | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Punch. | Punch. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|j.M}} | {{#lst:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Great air-to-air. IAD j.M is also Goku's best cross-up option. | Great air-to-air. IAD j.M is also Goku's best cross-up option. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|5LLLLLLL}} | {{#lst:{{PAGENAME}}/Data|5LLLLLLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Wall bounces on Smash hit. | * Wall bounces on Smash hit. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|j.H}} | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Causes a sliding knockdown on Smash hit. | * Causes a sliding knockdown on Smash hit. | ||
Go-to jump in. | Go-to jump in. | ||
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{{#lst:{{PAGENAME}}/Data|j.S}} | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Stalls momentum temporarily. | * Stalls momentum temporarily. | ||
Jump back j.S is a good keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery. | Jump back j.S is a good keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery. | ||
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{{#lst:{{PAGENAME}}/Data|j.2H}} | {{#lst:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Pushes Goku forward. | * Pushes Goku forward. | ||
* Smash hit combos into Super Dash. | * Smash hit combos into Super Dash. | ||
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{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* All ground versions don't have Head attribute. | * All ground versions don't have Head attribute. | ||
* Removes any landing recovery. | * Removes any landing recovery. | ||
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{{#lst:{{PAGENAME}}/Data|j.236L}} | {{#lst:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Sliding knockdown on Smash hit. Can easily combo into Supers. | * Sliding knockdown on Smash hit. Can easily combo into Supers. | ||
* Goes half screen. | * Goes half screen. | ||
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{{#lst:{{PAGENAME}}/Data|j.236M}} | {{#lst:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Small ground bounces and sliding knockdown on Smash hit. | * Small ground bounces and sliding knockdown on Smash hit. | ||
* Goes almost fullscreen. | * Goes almost fullscreen. | ||
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{{#lst:{{PAGENAME}}/Data|j.236H}} | {{#lst:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen. | * Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen. | ||
* Values in [ ] is when the opponent is in untech time (air hitstun). | * Values in [ ] is when the opponent is in untech time (air hitstun). | ||
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{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Ground versions don't have Head attribute. | * Ground versions don't have Head attribute. | ||
* Always pushes Goku forward. | * Always pushes Goku forward. | ||
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{{#lst:{{PAGENAME}}/Data|j.214L}} | {{#lst:{{PAGENAME}}/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Ground version keeps grounded opponent standing. | * Ground version keeps grounded opponent standing. | ||
j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox. | j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox. | ||
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{{#lst:{{PAGENAME}}/Data|j.214M}} | {{#lst:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Has great corner carry. | * Has great corner carry. | ||
* Smash on last hit. Smash hit wall splats, can link into SD in the corner. | * Smash on last hit. Smash hit wall splats, can link into SD in the corner. | ||
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{{#lst:{{PAGENAME}}/Data|j.214H}} | {{#lst:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Has amazing corner carry. | * Has amazing corner carry. | ||
* 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. | ||
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{{#lst:{{PAGENAME}}/Data|j.236S}} | {{#lst:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
* Values in [ ] are for angled version. | * Values in [ ] are for angled version. | ||
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{{#lst:{{PAGENAME}}/Data|Assist A}} | {{#lst:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Wall splats. | * 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. | 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. | ||
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{{#lst:{{PAGENAME}}/Data|Assist B}} | {{#lst:{{PAGENAME}}/Data|Assist B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|Assist C}} | {{#lst:{{PAGENAME}}/Data|Assist C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Goku teleports to the opponent and does his 5LLL roundhouse kick. On hit, he teleports behind the opponent and hits them with a 236M, allowing for a combo extension. | Goku teleports to the opponent and does his 5LLL roundhouse kick. On hit, he teleports behind the opponent and hits them with a 236M, allowing for a combo extension. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|j.236LM}} | {{#lst:{{PAGENAME}}/Data|j.236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Both versions can be angled by holding {{2}} or {{8}} after the input. Angled Kames at close range will hold them in place until the last hit. | * Both versions can be angled by holding {{2}} or {{8}} after the input. Angled Kames at close range will hold them in place until the last hit. | ||
* Values in [ ] are for angled versions. | * Values in [ ] are for angled versions. | ||
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{{#lst:{{PAGENAME}}/Data|j.236HS}} | {{#lst:{{PAGENAME}}/Data|j.236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* 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). | ||
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{{#lst:{{PAGENAME}}/Data|214LM}} | {{#lst:{{PAGENAME}}/Data|214LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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, positions them at the opposite edge of the screen. | * Causes a hard knockdown on hit, positions them at the opposite edge of the screen. |
Revision as of 16:00, 8 March 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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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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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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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.