< DBFZ
(→2M) |
(→Playstyle: - Shorten that down a bit, some of these are completely unnecessary or a bit of a stretch. His ki blast loops also aren't much of a strength any more thanks to his 2M nerf, they can only be done in the corner.) |
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| pros = | | pros = | ||
* '''Jack of All Trades:''' Simple gameplan and overall well-rounded, allowing him to tackle most situations. | * '''Jack of All Trades:''' Simple gameplan and overall well-rounded, allowing him to tackle most situations. | ||
* '''Damage:''' Really high damage, especially in the corner. Surprisingly complex combo routes if striving to be optimal, along with added pressure such as meaty setups. | * '''Damage:''' Really high damage, especially in the corner. Surprisingly complex combo routes if striving to be optimal, along with added pressure such as meaty setups. | ||
* ''' | * '''Good Anchor Value:''' SS Goku is more than capable of standing on his own, all of his tools are extremely versatile and allow him to get a combo and slide knockdown off of any hit. | ||
* '''Great Assists:''' Assist A is a standard beam assist, which is useful in almost all situations. Assist B is a fast strike assist with very high blockstun, making it useful on offense. | * '''Great Assists:''' Assist A is a standard beam assist, which is useful in almost all situations. Assist B is a fast strike assist with very high blockstun, making it useful on offense. | ||
| cons = | | cons = | ||
* '''Orthodox Mixups:''' | * '''Orthodox Mixups:''' Very basic mix-ups. He has to rely on universal options, stagger or fakeouts to open up opponents. | ||
* '''Poor Level 3 Okizeme:''' Poor knockdown after [[DBFZ/SS Goku#Meteor Smash|Meteor Smash]], since it side-switches and leaves the opponent full screen. | * '''Poor Level 3 Okizeme:''' Poor knockdown after [[DBFZ/SS Goku#Meteor Smash|Meteor Smash]], since it side-switches and leaves the opponent full screen. | ||
* '''Master of None:''' While he has options for every situation, he is generally outclassed by specialist characters. | * '''Master of None:''' While he has options for every situation, he is generally outclassed by specialist characters. | ||
* '''RIP 2M:''' SS Goku's only low option is very slow and very unsafe making it completely unviable for stagger and obliterating his ability to high-low. | |||
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Revision as of 22:29, 25 June 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Goku (Super Saiyan) | |
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Play-style | Balanced, Zoning |
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 |
Playstyle
SS Goku SS Goku is a balanced, fundamental character who has an abundance of solid tools, phenomenal neutral, and superb damage output.
Pros
Cons
- Jack of All Trades: Simple gameplan and overall well-rounded, allowing him to tackle most situations.
- Damage: Really high damage, especially in the corner. Surprisingly complex combo routes if striving to be optimal, along with added pressure such as meaty setups.
- Good Anchor Value: SS Goku is more than capable of standing on his own, all of his tools are extremely versatile and allow him to get a combo and slide knockdown off of any hit.
- Great Assists: Assist A is a standard beam assist, which is useful in almost all situations. Assist B is a fast strike assist with very high blockstun, making it useful on offense.
- Orthodox Mixups: Very basic mix-ups. He has to rely on universal options, stagger or fakeouts to open up opponents.
- Poor Level 3 Okizeme: Poor knockdown after Meteor Smash, since it side-switches and leaves the opponent full screen.
- Master of None: While he has options for every situation, he is generally outclassed by specialist characters.
- RIP 2M: SS Goku's only low option is very slow and very unsafe making it completely unviable for stagger and obliterating his ability to high-low.
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) |
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 |
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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.