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Line 417: |
Line 417: |
| * Can be angled downward by holding down after the input. | | * Can be angled downward by holding down after the input. |
| * If angled down, causes a sliding knockdown. | | * If angled down, causes a sliding knockdown. |
| * In a corner scenario, angled down version can combo into Warp Kamehameha if the juggle is high enough in the air. | | * An angled down version can combo into Warp Kamehameha if the juggle is high enough in the air. |
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| Has significantly low recovery, to the point that it's possible to combo afterwards still. | | Has significantly low recovery, to the point that it's possible to combo afterwards still. |
Son Goku
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Health: 10,000
Prejump:
Assist Cooldown:
- Movement Options
- Double Jump, Super Jump, 1 Airdash, Dash Type: Run
- Play-style
- Balanced
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Overview
Born "Kakarot", Son Goku 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. Time and again, when Earth fell under siege from threats, Goku rose to the occasion, pushing himself to greater heights of power as he protects the world that became his home and the people closest to him.
In Dragon Ball FighterZ, Super Saiyan Goku is a well rounded character. He has buttons with good reach, his specials and their variants provide additional neutral, mixup and combo extension options and his Super Kamehameha is very flexible, making it easy to combo into from any situation. If you're new to fighting games and are looking for a beginner-friendly character, or you're a veteran looking for a solid character to round out your team, Super Saiyan Goku is a good option to consider.
Strengths/Weaknesses
Strengths |
Weaknesses
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- Versatile; he has all of the tools to deal and adapt to just about any situation.
- 236L ender makes it easy for him to get a sliding knockdown from just about any starter, allowing him to maintain offensive pressure.
- Projectiles cover a variety of angles.
- Can use meter to extend combos, which can result in a significant boost in damage.
- Versatile assist; can be used to extend combos or to pressure opponents.
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- Pressure abilities are very basic. Opening up opponents requires strong conditioning and reading of opponents.
- Lacks an efficient reversal.
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Normals
5L
5L
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400
|
All
|
-
|
6
|
3
|
|
-
|
-
|
700
|
All
|
-
|
|
3
|
|
-
|
-
|
1000
|
All
|
-
|
|
18
|
|
-
|
-
|
|
5M
5H
5S
2L
2M
2H
2S
6M
j.L
j.M
j.H
j.S
j.2H
Specials
Dragon Flash Fist
Dragon Flash Fist 236L/M/H (Air OK)
Netplay Special: The Reckoning
|
900
|
H
|
-
|
24
|
18
|
|
-
|
-
|
1000
|
H
|
-
|
26
|
18
|
|
-
|
-
|
1100
|
H
|
-
|
24
|
18
|
|
-
|
-
|
|
Flurry Kick
Flurry Kick 214L/M/H (Air OK)
TATSUMAKI SENPUUUUUUUKYAKU
|
893
|
All
|
-
|
10
|
13
|
|
-
|
-
|
999
|
All
|
-
|
13
|
|
|
-
|
-
|
1320
|
All
|
-
|
11
|
|
|
-
|
-
|
|
Kamehameha
Kamehameha 236S (Air OK)
"I've waited 5 episodes for this"
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1098
|
All
|
-
|
18
|
|
|
-
|
-
|
1098
|
All
|
-
|
|
|
|
-
|
-
|
|
Assist
Supers
Super Kamehameha
Super Kamehameha 236L+M (Air OK)
The signature move Anti-Vanish Weapon The aerial signature move
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2050
|
All
|
-
|
|
|
|
-
|
-
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2050
|
All
|
-
|
|
|
|
-
|
-
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Warp Kamehameha
Warp Kamehameha 236H+S (Air OK)
I'LL BE SURE TO VISIT YOUR GRAVE
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2214
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All
|
-
|
|
|
|
-
|
-
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2214
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All
|
-
|
|
|
|
-
|
-
|
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Meteor Smash
Meteor Smash 214L+M
"This is the ultimate form!" "HAAAAA!"
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