< DBFZ
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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=SS Goku|discord=https://discord.gg/tzKWhW3}} | |||
{| class="wikitable" style="float:right; margin-left:10px; width:300px;" | {| class="wikitable" style="float:right; margin-left:10px; width:300px;" | ||
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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=== | ===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 | * '''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. | ||
|tablewidth=69 | |||
}} | }} | ||
==Normal Moves== | ==Normal Moves== | ||
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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. | ||
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{{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= | ||
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/> | }}<nowiki/> | ||
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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. | ||
}} | }} | ||
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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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* 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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{{!}}- | {{!}}- | ||
{{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/> | }}<nowiki/> | ||
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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. | High blockstun, considering its relative fast startup, good competition for his beam assist. | ||
}} | }} |
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.