< DBFZ
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* Teleporting kick that tracks anywhere on screen. 236S goes | * Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, {{clr|4|214S}} goes in front. Uses the direction Goku's facing to determine how he teleports. | ||
* After teleporting, the move still has some vertical tracking to make sure it connects. | * After teleporting, the move still has some vertical tracking to make sure it connects. | ||
* Smash hit causes sliding knockdown. | * Smash hit causes sliding knockdown. |
Revision as of 12:59, 30 May 2020
Goku (SSGSS) | |
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Play-style | Rushdown, Mix-up |
Team Role | Point |
Overview
"This is what it looks like to go beyond Super Saiyan God!" | |
Lore: | After attaining the power of the Super Saiyan God during his fight with Beerus, Goku/Wukong started to train with the God of Destruction Beerus' teacher, Whis, alongside Vegeta to expand upon their powers. The end result of his training is a new level of power, the "Super Saiyan God Super Saiyan": a blue-haired super form that combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans exclusively. |
Playstyle
SSB Goku SSGSS Goku has a similar fighting style to that of the original, but brings a playstyle consisting of strong mobility options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows.
Pros
Cons
- Good neutral options with 5S, j.S, Ki blast deflecting shoulder charge, very fast dive kicks, meterless teleport.
- 2M is one of the best of its kind.
- Extremely scary at close range with good stagger, fast lows, unreactable command grab.
- Has multiple, meterless, sliding knockdowns from anywhere on screen.
- Very high corner combo damage, solo or assisted.
- Versatile Supers, very easy to combo into and deal high damage.
- Very high skill ceiling, as his best combo routes are rather difficult.
- His neutral tools while good, are all high commitment and need to be timed well. Prefers neutral assists to function well, as he can't reliably get in by himself.
- Relies a lot on conditioning, despite the multitude of mixup options.
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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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
Divine Void Strike
Divine Void Strike 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Super God Shock Flash
Super God Shock Flash 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Dragon Flash Kick
Dragon Flash Kick j.214L/M/H |
Template:AttackDataHeader-DBFZ |
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Instant Transmission
Instant Transmission 236S or 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Dragon Flash Kick Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Divine Void Strike Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Instant Transmission Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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x10 Kaioken Kamehameha
x10 Kaioken Kamehameha 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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To edit frame data, edit values in DBFZ/SSB 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.