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Goku Super Saiyan 1 2 3 4 5 6

Goku Super Saiyan 1 2 3 4 5 6

Overview

Overview

Goku (Super Saiyan), often referred to as SS Goku or SSJ Goku, is this game'southward resident ShotoBrusque for "Shotokan" A character archetype defined past being like in some fashion to Ryu from Street Fighter. Shotos ordinarily have a horizontal fireball, an invulnerable reversal, and a forward moving special move. and an splendid Ballast for whatever team. Very simple to selection up and effective at nearly every level, SS Goku can do merely about anything with his very solid tools and can ensure your other characters can exercise the same thanks to his amazing assists. SS Goku has expert normals, a solid beam, and great pressure. Yet, his mix-up is somewhat poor, relying on more orthodox methods of opening upwards the opponent.


"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 afterwards the Chinese naming of Journeying to the West protagonist Sun Wukong) was sent to Globe before long before the Saiyan race was driven to extinction by Frieza. Found and cared for by martial creative person Grandfather Gohan, and brought upwardly by the Turtle Hermit, Main Roshi, Goku would eventually abound into a beau, with both a burning passion for testing his might against other fighters and a potent 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 showtime in perchance thousands of years. Since then, Goku has pushed the form to its' limits, stepping up to face up challenging opponents time and time again, although never forgetting his love for a proficient fight, which often gets in Goku's style.
Voice: Japanese: Masako Nozawa English: Sean Schemmel

Playstyle

DBFZ SS Goku Icon.png SS Goku is a balanced, fundamental character with dandy damage and solid tools.
Pros Cons
  • Jack of All Trades: Goku is able to perform well in about aspects of the game, with generally great traits all effectually to the point of having few major flaws.
  • Impairment: Goku can catechumen any striking into high advantage, leading to either a knockdown or exceptional damage near the corner.
  • Space Control: Goku'southward solid normals combined with not bad ki-blasts and multi-directional beams requite him potent neutral and zoning.
  • Anti reverberate: Goku'south normals have nifty range and most of them are now anti-reflect tools that lead to great damage.
  • Assist Multifariousness: Goku'due south assist are dandy, as A is a general purpose beam and B is two very fast strikes that grant high blockstun.
  • Master of None: Goku's tools are powerful, but quite straightforward and outclassed by specialist characters.
  • Mix-ups: Goku relies on universal options and false-outs to open up opponents.
SS Goku
5🔰A rating of how beginner friendly this character is out of 5, according to Dustloop Wiki editors.

Normal Moves

5L

Version Damage Baby-sitHow this assail can be guarded. BoomWhich type of cinematic this attack tin trigger. StartupShows how many frame that the corresponding move needs to become through in club to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they volition take impairment. Occurs afterward Startup. RecoveryShows how many frames that the character must get through afterwards its agile frames to automatically become back to a neutral stance. Frame Adv.The deviation between the attacker'southward recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the corporeality of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this assail has invulnerability, and what aspect(south) this invulnerability applies to.
5L 400 All - half dozen 4 eleven -3 -
5LL 700 All - ix 3 17 -4 -
5LLL 1000 All U3+ 14 3 21 -v -

5L is a bones jab, can abolish back into itself or 2L once and is the fastest attack in Goku'southward kit along with 2L. Y'all'll want to use this to challenge/mash, or to reset pressure similar 4LL nuance 5L.

All 5L can too cancel into Dragon Rush on block/hit and human activity as a universal tickthrow. Since all normals tin kara abolish their get-go four startup frames into DR, y'all tin also try something like 5L > 2L~DR, which will visually testify Goku crouching for a few frames before DR-ing and throw the opponent off (assuming they're at the level where they tin can see these frames...)


5LL generally used equally combo/blockstring filler. On hit, 5L along with 5LL and 5M are the 3 spring cancelable normals Goku (and most characters) has. While the basic combo structure is something like 5L > 5LL > 2M > 5M > jc into airstring, if you get a devious 5L or 5LL hit confronting airborne opponent, be set up to jump abolish right away since continuing downward the grounded string will drop the combo.


  • Stays grounded.
  • Jails into Vanish on its ain, or true string into 236S and so Vanish.

5LLL ends the blockstring very early on and is very niche as a combo filler. While it does have abnormally loftier blockstun, being ane of the very few normals in the game that tin jail into Vanish, it's however 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 loftier or state depression. This is due to the frame data revert on his 2M, as it's only 10 frames of startup.

5M

5H

5S

Damage GuardHow this set on can be guarded. SmashWhich blazon of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to attain its agile frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take impairment. Occurs after Startup. RecoveryShows how many frames that the character must become through afterward its agile frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the menstruum that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very kickoff active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300×six All - 13 10{(9)Ten}×5 24 -4 -

  • Ki Blast holding.
  • Mash or hold Due south to shoot up to vi Ki Blasts.
  • Last Ki blast launches on hit.

Really adept button to stagger with every bit it's safe and push button the opponent out a decent amount. Since all Ki Blasts' blockstun can be Guard Canceled with Reflect or SD, 5S(1) acts as a very basic blockstring "mini-game": 5S(1) 2M is a stagger that beats GC Reflect and most 5L/2L mashing, loses to GC SD. Mean while, 5S(ane) > 5H is a true blockstring that beats GC SD and loses to GC Reflect. Of course, they can also cull to just block.

In neutral, 5S is likewise a good zoning tool equally information technology's a fast, low-commitment fullscreen control push. It's also repeatable upwards to vi times so can trounce out characters with less amount of repeatable Ki Blasts.

Zoning with 5S has ii uncomplicated counterplays: SD or dash jump-in. SD can be beaten very hands if 5S fabricated contact with them at all as you'll be able to cancel into 2H. Dash leap is a lot more than effective since they'll fly over the Ki Blasts birthday, and then you always wanna only use 2 Ki Blasts before stopping and starting again for zoning: shooting more is easier to confirm, but shooting less is safer overall, 2 is the perfect amount to ostend into Vanish or recover fast enough to punish with 2H or block the jump-in.

2L

Impairment GuardHow this assail can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding motility needs to go through in club to reach its active frames. AgileShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will have damage. Occurs after Startup. RecoveryShows how many frames that the character must go through subsequently its active frames to automatically become dorsum to a neutral stance. Frame Adv.The difference between the assaulter'south recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first agile frame touches the opponent. Throws list the corporeality of Frame Reward upon successfully throwing the opponent. Invul.The number of frames this assail has invulnerability, and what attribute(s) this invulnerability applies to.
400 All - 6 2 13 -0 -

One on Goku'southward fundamental stagger tools, equally existence -0 on block allows for like shooting fish in a barrel force per unit area restarts when combined with the threat of his 2M (although the button is somewhat limited due to its early gatling in strings). Since it can also exist inputted with 1L, in situations like mashing out of pressure or staggering with dash 2L, Goku will get the push button out if the opponent blocks but will block himself if they attack. This is better than 5L/4L as you'll be blocking low instead of loftier, protecting you lot from characters with low 2L.

While 2L and 5L tin can but be used twice per blockstring, past delaying button presses, y'all can make it ambiguous whether or not the last 5L/2L started new string, creating a seemingly infinite blockstring.

2M

2H

2S

6M

Harm GuardHow this attack tin can exist guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches information technology, they will take impairment. Occurs afterward Startup. RecoveryShows how many frames that the grapheme must go through after its active frames to automatically become back to a neutral stance. Frame Adv.The departure between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very starting time active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this assault has invulnerability, and what attribute(s) this invulnerability applies to.
850 Loftier - 24 vi iv+6L ±0 -

  • Universal overhead. Puts Goku airborne, cannot be canceled into anything when not in Sparking.

Very telegraphed and can but solo extend into a combo if it hits airborne opponents or very compact confronting grounded opponents. In a blockstring, 6M will go out at least a 9F gap, making y'all very vulnerable to mashing. It's also ±0 on cake, which means any character with a 6F assail tin initiate a clashing sequence afterward, exist ready to engage with something like 5L > 4LL or 5L > Reflect.

A lot more strong when paired with an assist as it tin cover for the gap or requite reward on block/allow for a combo on striking. In Sparking, y'all tin do 6M > airdash j.Grand (1f gap on cake) which allows you to go along the blockstring or solo ostend with 5L on landing. 6M > airdash j.LL is gapless on block, but you can't truestring into grounded buttons later on landing.

j.L

j.M

j.H

Version Damage Baby-sitHow this attack tin be guarded. BlastWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding movement needs to go through in guild to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will have damage. Occurs after Startup. RecoveryShows how many frames that the graphic symbol must go through afterwards its active frames to automatically go back to a neutral stance. Frame Adv.The deviation between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws listing the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(south) this invulnerability applies to.
5LLLLLLL 850 / thou Loftier D3+ 13 6 21 - -
j.H 850 / 1000 High D1+ thirteen vi 21 - -

  • 5LLLLLLL Smash hit tin can wall bounce.

5LLLLLLL has a slightly unlike knockdown angle and effect on Boom hit than j.H, but this move is mostly unused. The wallbounce can be used to tag your teammates in and follow up with a combo, just at that place better alternatives like 5H, j.2H, or Vanish.

This is however the most consequent source of Dragon Balls and as well the only way to summon Shenron. Information technology is possible to mess upward mashing L 7 times and go j.H instead, so make sure that there isn't any gap between the automatic SD and j.Fifty.


  • j.H forces crouching on grounded hit. Causes a sliding knockdown on Smash hit.

Downwards angle makes this Goku's nigh common leap-in.

Also used equally an alternate philharmonic ender to j.Due south > j.236L. Though since information technology's faster, doesn't touch Goku's own momentum and is a D+ Type Nail, this is more oftentimes used for assisted combos.

j.S

Damage Baby-sitHow this attack can be guarded. SmashWhich type of cinematic this assail can trigger. StartupShows how many frame that the corresponding motility needs to become through in social club to reach its active frames. ActiveShows how many frames where in that location is an attackbox, AKA the hitbox where if the opponent touches information technology, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must get through later on its agile frames to automatically get dorsum to a neutral opinion. Frame Adv.The divergence between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first agile frame touches the opponent. Throws listing the corporeality of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this assault has invulnerability, and what attribute(south) this invulnerability applies to.
600 All - 12 - Full 32+7L - -

  • Ki Smash property.
  • Stalls momentum temporarily.

Jump or IAD dorsum j.S is a expert keep abroad and/or to snipe grounded opponent, just beware that if it has quite a lot of landing recovery, aka punishable on landing.

On spring-ins, j.L > j.South is a "Reflect proof" string: if the opponent reflects j.L and try to cancel into a non-invulnerable attacks, they will exist stuffed past j.South, this forces them to either go back to blocking or hazard a second reflect. IAD j.M > j.S or j.H > j.S also add some extra damage for the combo on hit while maintaining roughly the aforementioned frame advantage on block/hit. On safe jumps, something similar j.M 4S is an Bone that gives j.L > j.South on block/hit or a Reverberate on landing if they reversal.

This is also another great combo filler due to its relatively high hitstun, being used in all combos from basic BnBs to advanced Sparking loops.

j.2H

Special Moves

Dragon Flash Fist

236L/M/H (Air OK)

Version Impairment GuardHow this attack tin be guarded. SmashWhich type of cinematic this set on can trigger. StartupShows how many frame that the corresponding move needs to go through in gild to reach its agile frames. AgileShows how many frames where in that location is an attackbox, AKA the hitbox where if the opponent touches information technology, they will take damage. Occurs later Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go dorsum to a neutral stance. Frame Adv.The deviation between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very start active frame touches the opponent. Throws list the amount of Frame Reward upon successfully throwing the opponent. Invul.The number of frames this set on has invulnerability, and what aspect(southward) this invulnerability applies to.
236L 1200 Loftier D1 24 four fourteen+3L -5 -
236M 1300 High D1 26 4 14+3L -5 -
236H 1400 High D1 24~32 [20~28] 4 14+3L -5 8-16~24 [8-12~20] All
j.236L m High D1 20 4 20 - -
j.236M 1200 High D1 22 4 22 - -
j.236H 1300 High D1 24~32 [xx~28] 4 eighteen -4 8-sixteen~24 [8-12~20] All

  • All footing versions don't take Caput attribute.
  • Air verions remove whatsoever landing recovery.
  • On Boom hit, all versions can combo into any Supers.

  • 236L does sliding knockdown on Boom hit.
  • Goes half screen.

j.S > j.236L is Goku's anywhere meterless sliding knockdown. It'south essentially gratis impairment/meter over j.H, at that place's not much reason non to end your combo with j.236L beside at high hitstun decay where information technology'll whiff.

Tin exist done after a jump in as a double overhead of sort, but the reward isn't dandy, it can whiff over them, and there'll always exist a gap as you're charging frontward.


  • 236M ground bounce sliding knockdown on Smash hit.
  • Goes about fullscreen.

j.236M can exist linked from 214M and j.214M in the corner, which is also the only manner for him to solo extend meterlessly with the ground bounce. Close to the ground, he can exercise j.236M ▷ 5L or 2L, slightly higher upwardly he can exercise j.L > j.S on the way down, very loftier up information technology's j.Chiliad > j.S. Note that in that location'due south a small "deadzone" where you tin't link neither j.L nor 5L/2L.

Learning the range and pinnacle at which he tin extend with j.236M will heave Goku's damage significantly. For example, he tin can do SD > j.M > j.214M near the corner into j.236M which is way ameliorate than simply catastrophe with j.LLS > j.236L, and information technology doesn't hurt to attempt doing the extension since the opponent will be in sliding knockdown anyhow if you miss it.


  • 236H teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.
  • Values in [ ] are when the opponent is in untech fourth dimension (air hitstun).
  • Ground bounce sliding knockdown on Smash hit.

While the ground bounce is the same as Thousand version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.

A lot stronger equally a jump in double overhead compares to j.236L, as the blitheness is more cryptic, it can't whiff, and on hit you tin can extend with Vanish. It can be used equally a decent Spark bait thanks to being full invul during the teleport.

Teleport comes from the direction Goku's facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a "double" cantankerous-up. Doing information technology afterward an airdash, double spring or super jump won't work because Goku will turn around.

Flurry Kick

214L/M/H (Air OK)

Kamehameha

236S (Air OK)

Z Assists

Assist A

Kamehameha

Help B

Flurry Kick

Aid C

Dragon Tempest

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the respective motion needs to go through in club to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they volition have damage. Occurs after Startup. RecoveryShows how many frames that the graphic symbol must go through afterwards its active frames to automatically become back to a neutral opinion. Frame Adv.The divergence betwixt the attacker's recovery and the period that the opponent is in blockstun. This Frame Reward value is based off the fact that the very commencement active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
450×ii, 400 All - 41 [21] - - +50 -

  • Teleports to the opponent on footing level. Launches on the 2nd hit.
  • On striking, teleports over again behind them after the second hit and knocks down into a basis bounce SKD.
  • Values in [ ] are when the opponent is in hitstun/untech.

A bones C assist: high blockstun, easy for combo extension, just has slow startup in neutral and blockstring, absurdly long cooldown, and nigh doesn't do anything that A and B assists tin can't. It can enable some unique synergies over the other 2 assists, such equally some characters can benefit more than from the long animation it does on hit, or they tin can apply the backward hit to pull the opponent out of the corner for setups.

But really, this assist is too redundant to use, especially since SS Goku's other strong options are 1 of the about of import factors to adding him to your team.

Super Moves

Super Kamehameha

236L+M (Air OK)

Warp Kamehameha

236H+S (Air OK)

Meteor Smash

214L+M or 214H+S

Colors

Color ane
Color two
Colour three
Color four
Color v
Color half dozen
Colour vii
Color 8
Color 9
Color x
Color xi
Color 12
Color xiiiane
Color 141
Color 151
Color 161
1 Seasonal costumes that are only available at certain times of the year.

External References

Navigation

DBFZ SS Goku Icon.png Goku (Super Saiyan)

Click [★] for character'south full frame data

System Explanations

Goku Super Saiyan 1 2 3 4 5 6

Posted by: lucasbuind1981.blogspot.com

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