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* '''Damage:''' High damage, especially at the corner. | * '''Damage:''' High damage, especially at the corner. | ||
* '''Space Control:''' Multi-directional beams give him a strong neutral and zoning. | * '''Space Control:''' Multi-directional beams give him a strong neutral and zoning. | ||
* '''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. | * '''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 = | ||
* '''Mix-ups:''' Relies on universal options and fake-outs to open up opponents. | * '''Mix-ups:''' Relies on universal options and fake-outs to open up opponents. | ||
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* Stays grounded. | * Stays grounded. | ||
* Jails into Vanish on its own, or true string into 236S and then Vanish. | * Jails into Vanish on its own, or true string into 236S and then Vanish. | ||
Ends the blockstring very early and is very niche as a combo filler. While it does have abnormally high blockstun, being one of the very few normals in the game that can jail into Vanish, it's still not worth using for most purposes. | Ends the blockstring very early and is very niche as a combo filler. While it does have abnormally high blockstun, being one of the very few normals in the game that can jail into Vanish, it's still not worth using for most purposes. | ||
On block, 5LLL > SD is not 2H-able in the corner (3f gap), which puts Goku airborne for potential assisted mix-ups with late airdash high or land low. However, his fastest low, 2M, has startup of 12F making this very nonthreatening. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* Launches on hit. | * Launches on hit. | ||
Has pretty good range. However, it cannot be true string'd into from 5L and 2L (1f gap) and is very punishable on block, making Goku's blockstring rather predictable and vulnerable to Reflect. | Has pretty good range and active hitbox. However, it cannot be true string'd into from 5L and 2L (1f gap) and is very punishable on block, making Goku's blockstring rather predictable and vulnerable to Reflect. | ||
Goku along with most characters use 2M as his main combo extender. For Goku, 2M > 5M > j.M will always combo so this is what you'll be confirming into most of the time. | Goku along with most characters use 2M as his main combo extender. For Goku, 2M > 5M > j.M will always combo so this is what you'll be confirming into most of the time. | ||
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* Ki Blast property. | * Ki Blast property. | ||
* Very high hitstun. | * Very high hitstun. | ||
Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. 2M > 5M > 2S > SD can be used as an alternate route to 2M > 5M > jc. | Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. 2M > 5M > 2S > SD can be used as an alternate route to 2M > 5M > jc, this is commonly utilized in Goku's Vanish confirm (post U-Smash) when j.2H can no longer combo into SD. | ||
Can somewhat be used to snipe airborne opponents, but the angle | Can somewhat be used to snipe airborne opponents, but the angle is too steep for screen control and it can be SD'd through. | ||
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j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where you can't link neither j.L nor 5L/2L. | j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where you can't link neither j.L nor 5L/2L. | ||
Learning the range and height at which he can extend with j.236M will boost Goku's damage significantly. For example, he can do SD > j.M > j.214M near the corner into j.236M which is way better than simply ending with j.LLS > j.236L, and it doesn't hurt to | Learning the range and height at which he can extend with j.236M will boost Goku's damage significantly. For example, he can do SD > j.M > j.214M near the corner into j.236M which is way better than simply ending with j.LLS > j.236L, and it doesn't hurt to attempt doing the extension since the opponent will be in sliding knockdown anyway if you miss it. | ||
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{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Ground versions don't have Head attribute. | * Ground versions don't have Head attribute. | ||
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{{AttackVersion|name=Ground L}} | {{AttackVersion|name=Ground L}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Air version launches on hit. | * Air version launches on hit. | ||
214L functions as a safe blockstring ender, turning Goku's punishable M and H buttons into unpunishable, e.g. 5M | 214L functions as a safe blockstring ender, turning Goku's punishable M and H buttons into unpunishable, e.g. 2M > 5M > 5H > 214L. | ||
j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox on top of pushing him forward. | j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox on top of pushing him forward. |
Revision as of 13:36, 14 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Goku (Super Saiyan), now on referred to as SS Goku, is this game's resident shoto Short for "Shotokan" A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. and an excellent Anchor for any team. Very simple to pick up and effective at nearly every level, SS Goku can do just about anything with his very solid tools and can ensure your other characters can do the same thanks to his amazing assists. SS Goku has good normals, a solid beam, and great pressure. However, his mix-up is a little poor, relying on more orthodox methods of opening up the opponent. Thankfully, SS Goku can fake-out a cross-up with his Kamehameha which helps that a little.
"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 |
- Jack of All Trades: Well-rounded, allowing him to adapt to nearly every situation.
- Self Sufficient: Overall moveset compliments his preferred role as the Anchor.
- Damage: High damage, especially at the corner.
- Space Control: Multi-directional beams give him a strong neutral and zoning.
- Assist Variety: A is a beam, and B is two fast strikes that grant high blockstun.
- Mix-ups: Relies on universal options and fake-outs to open up opponents.
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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External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.