< DBFZ
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{| class="wikitable" style="float:right; margin-left: 10px; width: | {| class="wikitable" style="float:right; margin-left:10px; width:300px;" | ||
|- | |- | ||
!Goku (Super Saiyan) | ! align="center" colspan="2" | Goku (Super Saiyan) | ||
|- | |- | ||
|| | | align="center" colspan="2" | [[File:DBFZ_SS_Goku_Portrait.png|300x500px|center]] | ||
[[File: | |||
|- | |- | ||
|| | | '''Play-style''' || Balanced | ||
|- | |||
| '''Team Role''' || Anchor | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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</div> | </div> | ||
==Overview== | ==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. | {{Bio | ||
| name = SS Goku | |||
| game = DBFZ | |||
| quote = I am a warrior, pure of heart, awakened by rage. I am the legendary Super Saiyan, Son Goku! | |||
| voice = Japanese: Masako Nozawa English: Sean Schemmel | |||
| lore = 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. | |||
}} | |||
= | {{StrengthsAndWeaknesses | ||
{| | | intro = {{Character Label|DBFZ|SS Goku}} is a balanced, fundamental character who has an abundance of solid tools, phenomenal neutral, and superb damage output. | ||
| | | pros = | ||
* Simple gameplan and overall well-rounded, allowing him to tackle most situations. | |||
* Wide range of normals and projectiles give him a strong neutral game. | |||
* Really high damage, especially in the corner. Surprisingly complex combo routes if striving to be optimal, along with added pressure such as meaty setups. | |||
* | * Great left-right mixup where he can same side with [[DBFZ/SS Goku#Kamehameha|Aerial Kamehameha]] that beats anti-air options and can even jail into vanish if blocked. | ||
* [[DBFZ/SS Goku#Flurry Kick|Flurry Kick]] is a great move in combos and scramble situations. | |||
* | * [[DBFZ/SS Goku#Dragon Flash Fist|Dragon Flash Fist]] is both a great overhead attack on offense and a meterless sliding knockdown during combos. | ||
* | * Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain and damage. | ||
* | | cons = | ||
* Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain. | * High/low mix-up is basic. He has to rely on universal options to open up opponents. | ||
| | * Poor knockdown after Meteor Smash, since it side-switches and leaves the opponent full screen. | ||
* | |||
* While he has options for every situation, he is generally outclassed by specialist characters. | * While he has options for every situation, he is generally outclassed by specialist characters. | ||
* | * His now gutted 2M is debatably slow. | ||
}} | |||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5L}} | {{AttackVersion|name=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. | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=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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}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=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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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | |||
}} | }} | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Wall | * Wall bounds 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. | ||
A standard 5H, though the combination of startup and active allows this to beat Solo Guard Cancel clean on reaction. | A standard 5H, though the combination of startup and active allows this to beat Solo Guard Cancel clean on reaction. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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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{{MoveData | {{MoveData | ||
|name=2M | |name=2M | ||
|image=DBFZ_SSGoku_2M.png |caption= | |image=DBFZ_SSGoku_2M.png |caption= R.I.P 2M 2018-2020 | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | |||
}} | }} | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
Punch. | |||
}} | }} | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5LLLLLLL}} | {{AttackVersion|name=5LLLLLLL}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5LLLLLLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Wall bounces on Smash hit. | * Wall bounces on Smash hit. | ||
}} | }} | ||
{{AttackVersion|name=j.H}} | {{AttackVersion|name=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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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Stalls momentum temporarily. | * Stalls momentum temporarily. | ||
Jump back j.S is a | 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. | ||
This is also another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops. | This is also another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops. | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
}} | }} | ||
{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{# | {{#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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}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{# | {{#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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}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{# | {{#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. | ||
}} | }} | ||
{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air L}} | {{AttackVersion|name=Air L}} | ||
{{# | {{#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. | ||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air M}} | {{AttackVersion|name=Air M}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Has great corner carry. | * Has great corner carry. | ||
* Smash on last hit. Smash hit wall | * Smash on last hit. Smash hit wall bounds, 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. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{# | {{#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. | ||
* Ground version recovers in the air. | * Ground version recovers in the air. | ||
Can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it ''really'' leaves you wide open... | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#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. | ||
* Ground and air sideways wall | * Values in [ ] are for angled version. | ||
* Ground and air sideways wall bound on hit. | |||
* Ground aimed up and air aimed down launches on hit. | * Ground aimed up and air aimed down launches on hit. | ||
* 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 | 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 5M 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. | 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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}} | }} | ||
==Assists== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Wall | * Wall bounds. | ||
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. | ||
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 | 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 bound or into snapbacks. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Flurry Kick | ||
|input=Assist B | |input=Assist B | ||
|image= | |image=DBFZ_SSGoku_FlurryKick.png |caption=Lockdown 101 | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Assist B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Dragon Storm | ||
|input=Assist C | |input=Assist C | ||
|image= | |image=DBFZ_SSGoku_5LL.png |caption= | ||
|image2=DBFZ_SSGoku_5LLL.png |caption2= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#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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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground}} | {{AttackVersion|name=Ground}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{# | {{#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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|name=Meteor Smash | |name=Meteor Smash | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
|image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill? | |image=DBFZ_SSGoku_MeteorSmash.png |caption=HUP | ||
| | |image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=Oh, is it gonna kill? | ||
|image3=DBFZ_SSGoku_MeteorSmash3.png |caption3=NO WAY IT KILLED!!1! | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#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. | ||
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==Navigation== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
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[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Goku]] | [[Category:Goku]] |
Revision as of 10:44, 4 April 2020
Goku (Super Saiyan) | |
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Play-style | Balanced |
Team Role | Anchor |
Overview
"I am a warrior, pure of heart, awakened by rage. I am the legendary Super Saiyan, Son Goku!" | |
Lore: | 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. |
Voice: | Japanese: Masako Nozawa English: Sean Schemmel |
SS Goku SS Goku is a balanced, fundamental character who has an abundance of solid tools, phenomenal neutral, and superb damage output.
Pros
Cons
- Simple gameplan and overall well-rounded, allowing him to tackle most situations.
- Wide range of normals and projectiles give him a strong neutral game.
- Really high damage, especially in the corner. Surprisingly complex combo routes if striving to be optimal, along with added pressure such as meaty setups.
- Great left-right mixup where he can same side with Aerial Kamehameha that beats anti-air options and can even jail into vanish if blocked.
- Flurry Kick is a great move in combos and scramble situations.
- Dragon Flash Fist is both a great overhead attack on offense and a meterless sliding knockdown during combos.
- Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain and damage.
- High/low mix-up is basic. He has to rely on universal options to open up opponents.
- Poor knockdown after Meteor Smash, since it side-switches and leaves the opponent full screen.
- While he has options for every situation, he is generally outclassed by specialist characters.
- His now gutted 2M is debatably slow.
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) |
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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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Z Assists
Assist A
Kamehameha Assist A |
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Assist B
Flurry Kick Assist B |
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Assist C
Dragon Storm Assist C |
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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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To edit frame data, edit values in DBFZ/SS Goku/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.