< 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. | * 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. | ||
* Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain. | * 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 = | |||
* 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. | ||
* 2M | * 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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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{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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{{Description|9|text= | {{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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* 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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* 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. | ||
* Ground and air sideways wall | * 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. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{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. | ||
}} | }} | ||
}} | }} | ||
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|name=Flurry Kick | |name=Flurry Kick | ||
|input=Assist B | |input=Assist B | ||
|image=DBFZ_SSGoku_FlurryKick.png |caption= | |image=DBFZ_SSGoku_FlurryKick.png |caption=Lockdown 101 | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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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}} |
Revision as of 10:44, 4 April 2020
Goku (Super Saiyan) | |
---|---|
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) |
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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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.