Line 510: | Line 510: | ||
|name=Super Kamehameha | |name=Super Kamehameha | ||
|input=236L+M (Air OK) | |input=236L+M (Air OK) | ||
|image=DBFZ_SSGoku_SuperKamehameha.png |caption=The signature move | |image=DBFZ_SSGoku_SuperKamehameha.png |caption=The signature move | ||
|image2=DBFZ_SSGoku_SuperKamehameha_Up.png |caption2=The snipe | |image2=DBFZ_SSGoku_SuperKamehameha_Up.png |caption2=The snipe | ||
|image3=DBFZ_SSGoku_SuperKamehameha_Down.png |caption3=The aerial signature move | |image3=DBFZ_SSGoku_SuperKamehameha_Down.png |caption3=The aerial signature move | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
Line 552: | Line 552: | ||
* Values in [ ] are when the opponent is in hitstun/untech. | * Values in [ ] are when the opponent is in hitstun/untech. | ||
* Minimum damage: 81*10. | * Minimum damage: 81*10. | ||
Goku's most common bar dump as it can combo from almost any Smash or non-Smash j.H/j.236X while also holding the opponent in front of Goku for grounded DHC. Its only real downside is the sideswitch. | |||
Since it's really fast mid-combo and only tracks the opponent's current position, you almost always wanna delay this Super to make sure they won't fly past Goku, e.g. j.LLS > j.236L > delay j.236H+S. | Since it's really fast mid-combo and only tracks the opponent's current position, you almost always wanna delay this Super to make sure they won't fly past Goku, e.g. j.LLS > j.236L > delay j.236H+S. | ||
Line 574: | Line 574: | ||
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen. | * Causes a hard knockdown on hit, positions them at the opposite edge of the screen. | ||
* Minimum damage: 1759. | * Minimum damage: 1759. | ||
Goku's only invincible reversal and a proficient combo ender bar dump. On hit, Goku can continue pressure with | Goku's only invincible reversal and a proficient combo ender bar dump. On hit, Goku can continue pressure with a safejump by buffering dash jump j.M. | ||
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 or Yamcha Lv1). | 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 or Yamcha Lv1). |
Revision as of 12:53, 15 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 |
---|
5M
5M | Template:AttackDataHeader-DBFZ |
---|
5H
5H | Template:AttackDataHeader-DBFZ |
---|
5S
5S | Template:AttackDataHeader-DBFZ |
---|
2L
2L | Template:AttackDataHeader-DBFZ |
---|
2M
2M | Template:AttackDataHeader-DBFZ |
---|
2H
2H | Template:AttackDataHeader-DBFZ |
---|
2S
2S | Template:AttackDataHeader-DBFZ |
---|
6M
6M | Template:AttackDataHeader-DBFZ |
---|
j.L
j.L | Template:AttackDataHeader-DBFZ |
---|
j.M
j.M | Template:AttackDataHeader-DBFZ |
---|
j.H
j.H | Template:AttackDataHeader-DBFZ |
---|
j.S
j.S | Template:AttackDataHeader-DBFZ |
---|
j.2H
j.2H | Template:AttackDataHeader-DBFZ |
---|
Special Moves
Dragon Flash Fist
Dragon Flash Fist 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Flurry Kick
Flurry Kick 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Kamehameha
Kamehameha 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Z Assists
Assist A
Kamehameha Assist A |
Template:AttackDataHeader-DBFZ |
---|
Assist B
Flurry Kick Assist B |
Template:AttackDataHeader-DBFZ |
---|
Assist C
Dragon Storm Assist C |
Template:AttackDataHeader-DBFZ |
---|
Super Moves
Super Kamehameha
Super Kamehameha 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Warp Kamehameha
Warp Kamehameha 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Meteor Smash
Meteor Smash 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
---|
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.