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Antinomy

Goku Breakdown

Jan 16th, 2018
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  1. Goku Breakdown:
  2. Goku in this game is just like in the anime, simple but effective. His normals are all really standard. So is his toolkit. The dude is a pretty basic ass character and it doesn't seem like its gonna take much work to be effective with him. However this doesn't mean he is bad. Not at all! His neutral is solid, his assist is amazing, and he can get a sliding knockdown out of pretty much any confirm. Not only this gives him a more stable oki but it also allows him to set up for big damage opportunities with DHCs. Goku will most likely be able to fit in every team, in every position. But I think playing him 2nd will be the most optimal considering that he has a great assist, you can tag him in during a combo to make sure you get a sliding knockdown and there are better anchors in the game. OK HERE WE GO.
  3.  
  4. Normals:
  5. 5L/2L: They do what they do. Short normals for pressure, hitconfirming, mashing out of pressure, etc. 5L MAY HAVE A DUMB HITBOX??? Needs more testing
  6. 5M: Your best poke, it moves you foward so that is pretty great. Not much else to say really, its solid.
  7. 2M: Low poke with deceiving range. Nothing super amazing though, there are better 2Ms. But hey, it does the job.
  8. 6M: Universal overhead, yeap.
  9. 5H: Long range normal. Pretty bad on block but it can be cancelled into S if they block it.
  10. 2H: Your go to anti air against super dashes.
  11. 5S: PEW PEW PEW PEW. Pretty good Ki blast! You can hitconfirm it with vanish for a full combo. And because you are fucking Goku you are gonna get a sliding knockdown after it.
  12. 2S: Surprisingly decent anti air! Not good against super dashes though. This move does a stupid ammount of hitstun so it is easy to follow it up with a super dash after it hits.
  13. jL: Pretty standard jump L.
  14. jM: The vertical hitbox on this is pretty underwhelming, not gonna lie. Other than that it seems like a solid air to air considering you can bring them down with jL later.
  15. jH: Combo ender, air to ground move, it has the hammer animation like half the cast.
  16. j2H: Air launcher! You can jump cancel with the auto combo trick to get a little bit more damage and combo after it if you already used your smash. Mostly combo fodder? Needs more testing.
  17. jS: Combo fodder. Really fucking good for pressure if you have sparkling on though.
  18.  
  19. Specials:
  20. 236S: This is the Kamehameha, you may have heard of it. I'm surprised they actually out this obscure ass move in his movelist! Joking aside, this is a pretty good beam. It comes out pretty fast, is a good space control tool, it is really easy to hitconfirm into vanish, it can be done after a jump and it can even be aimed up to catch people in the air!
  21. This move is also his assist. One of the best assist in the game imo. It can be used to control space, during blockstrings for extended pressure, extend combos in the corner, beat other beams while getting in. It is super versatile and all characters can take advantadge of it. This is imo Goku's biggest strenght.
  22. 236L/M: Overhead punch. The L version is his main combo ender! It also seems safe but I need to test it more. I haven't used the M version at all so I don't have much else to say
  23. 236H: EX version. TELEPORTING PUNCH! It doesn't track super well but it is a really nice surprise overhead and a good way to check the opponent. It may be a good fullscreen punisher too.
  24. 214L: Baby tatsu. Haven't used this move at all.
  25. 214M: Great for corner combos since it wallbounces. If you are in the corner and haven't used your smash yet, you can use this after an air series and then combo into dragon rush for a meterless snap back! Not much use in neutral but its a great combo tool.
  26. 214H: Ex Tatsu. Great for corner carry combos and not much else. You get more damage out of a vanish combo with 1 bar.
  27.  
  28. Supers:
  29. 236LM: Big ass Kamehameha. Can be done in the air. Ok combo ender. You can use it on reaction to beat basic beams as well.
  30. 236HS: Teleporting Kamehameha! It goes right behind the opponent. A great combo ender and a fucking terrible mixup tool. Don't use this raw.
  31. 214HS: His level 3. Can't be done in the air sadly. Use it to kill a character or as a reaction to punish something. The tracking sucks ass btw so be careful.
  32.  
  33. Here are some basic ass combos for you:
  34. https://www.youtube.com/watch?v=w_zFnkQKakg
  35. https://www.youtube.com/watch?v=qIx5yggTy5M
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