< DBFZ
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{| class="wikitable" style="float:right; margin-left: 10px; width: | {{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=SS Goku|discord=https://discord.gg/tzKWhW3}} | ||
{| 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:DBFZ_SS_Goku_Portrait.png| | |||
|- | |- | ||
|| | | '''Play-style''' || Balanced, Zoning | ||
|- | |||
| '''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== | ||
{{Bio | {{Bio | ||
| name = SS Goku | | name = SS Goku | ||
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| quote = I am a warrior, pure of heart, awakened by rage. I am the legendary Super Saiyan, Son Goku! | | 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 | | 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 | | 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 Grandpa 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. His journey to Namek leads him face the monstrous Frieza, who murders his best friend Krillin, his pure rage awakening the forgotten Super Saiyan transformation, the first in possibly thousands of years. Since then, Goku has pushed the form to its' limits, stepping up to face challenging opponents time and time again, although never forgetting his love for a good fight, which often gets in Goku's way. | ||
}} | }} | ||
===Playstyle=== | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|SS Goku}} is a balanced, fundamental character | | intro = {{Character Label|DBFZ|SS Goku}} is a balanced, fundamental character with solid tools. | ||
| pros = | | pros = | ||
* | * '''Jack of All Trades:''' Well-rounded character, allowing him to adapt to nearly every situation. | ||
* | * '''Self Sufficient:''' Overall moveset compliments his preferred role as the last man standing. | ||
* | * '''Damage:''' High damage, especially at the corner. | ||
* | * '''Space Control:''' Multi-directional beams give him a strong neutral presence and zoning game. | ||
* [[DBFZ/SS Goku# | * '''Assist Variety:''' [[DBFZ/SS Goku#Assist A| A]] is a beam, and [[DBFZ/SS Goku#Assist B| B]] is two fast strikes that grant high blockstun. | ||
| cons = | | cons = | ||
* | * '''Orthodox Mix-ups:''' Relies on universal options, staggers, or fakeouts to open up opponents. | ||
* | * '''Poor Level 3 Okizeme:''' Knockdown after [[DBFZ/SS Goku#Meteor Smash|Meteor Smash]] side-switches and places opponents full-screen. | ||
* '''[[DBFZ/SS Goku#2M|2M]]:''' His only low is very slow and unsafe, unviable for stagger pressure and also obliterates his high/low mix-up game along with any good damage opportunities. | |||
* His | |tablewidth=69 | ||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
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Offers no mix-up potential and is very niche as a combo filler. The strength of this move is its huge blockstun, being one of the few normals in the game that can jail into Vanish. | Offers no mix-up potential and is very niche as a combo filler. The strength of this move is its huge blockstun, being one of the few normals in the game that can jail into Vanish. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
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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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Wall | * 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. | ||
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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name=5S | ||
|image=DBFZ_SSGoku_5S.png |caption= | |image=DBFZ_SSGoku_5S.png |caption= *fires two ki blasts*<br>'''"HUHEHUHYAHHUHAH"''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
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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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name=2M | ||
|image=DBFZ_SSGoku_2M.png |caption= | |image=DBFZ_SSGoku_2M.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{Description|8|text= | {{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 (3f gap). | ||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
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Go to anti-air. On block, cancel into j.214L to be safe. | Go to anti-air. On block, cancel into j.214L to be safe. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
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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. | Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
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* Uses the same hitboxes and hurtboxes of Goku's j.H. | * Uses the same hitboxes and hurtboxes of Goku's j.H. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Punch. | * Punch. | ||
Basic punch normal, nothing outstandingly good or bad. Can't connect from j.M at max range without forward momentum, so you'll just have to go into j.2H instead. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
*Kick | |||
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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
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Go-to jump in. | Go-to jump in. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name=j.2H | ||
|image=DBFZ_SSGoku_j2H.png |caption= | |image=DBFZ_SSGoku_j2H.png |caption= galactic punt | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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* Smash hit combos into Super Dash. | * Smash hit combos into Super Dash. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Special Moves== | ==Special Moves== | ||
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Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a double cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around. | Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a double cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Flurry Kick</font>====== | ======<font style="visibility:hidden;font-size:0">Flurry Kick</font>====== | ||
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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 splats, 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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Can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it ''really'' leaves you wide open... | Can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it ''really'' leaves you wide open... | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Kamehameha</font>====== | ======<font style="visibility:hidden;font-size:0">Kamehameha</font>====== | ||
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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 splat 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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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. | 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 | Note that the opponent ''can'' hard read the Kamehameha 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. | ||
}} | }} | ||
}}<nowiki/> | |||
==Z Assists== | ==Z Assists== | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Wall | * 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. | ||
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 splat or into snapbacks. | ||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Yamcha's A assist but 6 frames slower. | |||
High blockstun, considering its relative fast startup, good competition for his beam assist. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
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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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Super Moves== | ==Super Moves== | ||
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DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame, AGohan Lv1 (whiff), DR, etc. | DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame, AGohan Lv1 (whiff), DR, etc. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Warp Kamehameha</font>====== | ======<font style="visibility:hidden;font-size:0">Warp Kamehameha</font>====== | ||
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Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch. | Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Meteor Smash</font>====== | ======<font style="visibility:hidden;font-size:0">Meteor Smash</font>====== | ||
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Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha). | Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha). | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Navigation== | ==Navigation== |
Revision as of 11:40, 5 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Goku (Super Saiyan) | |
---|---|
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 Grandpa 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. His journey to Namek leads him face the monstrous Frieza, who murders his best friend Krillin, his pure rage awakening the forgotten Super Saiyan transformation, the first in possibly thousands of years. Since then, Goku has pushed the form to its' limits, stepping up to face challenging opponents time and time again, although never forgetting his love for a good fight, which often gets in Goku's way. |
Voice: | Japanese: Masako Nozawa English: Sean Schemmel |
Playstyle
Pros
Cons
- Jack of All Trades: Well-rounded character, allowing him to adapt to nearly every situation.
- Self Sufficient: Overall moveset compliments his preferred role as the last man standing.
- Damage: High damage, especially at the corner.
- Space Control: Multi-directional beams give him a strong neutral presence and zoning game.
- Assist Variety: A is a beam, and B is two fast strikes that grant high blockstun.
- Orthodox Mix-ups: Relies on universal options, staggers, or fakeouts to open up opponents.
- Poor Level 3 Okizeme: Knockdown after Meteor Smash side-switches and places opponents full-screen.
- 2M: His only low is very slow and unsafe, unviable for stagger pressure and also obliterates his high/low mix-up game along with any good damage opportunities.
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.