Goku Discussion
4 posters
Page 1 of 1
Goku Discussion
Originally posted by Nnamz on May 15, 2008
***This topic is still a work in progress and will simply be used as a template for the real Goku thread which will come sometime after the actual game is released. As such, more combos and strategy will be added day by day. Comments, questions and contributions are welcome***
What's different and what's the same?
Goku's "SSSS" and ">S" chains still don't combo, but have still have MASSIVE priority.
Goku has the same special attacks he did in Shin Budokai, and both work the exact same way the did back then. His Base form ultimate was changed to Super Kamehameha, he needs Kaioken to use Spirit Bomb now.
Goku now only has 1 "axe kick" cancel, "<RRRS-". He has several "slam down" juggles now though, and a few rush attacks that can be energy canceled into other chains. His "R" is very fast, but both his >R and <R were changed and are now very slow, making them very difficult to combo into.
Strategy
Goku seems to have vastly improved for this game. In Shin Budokai, Goku's only viable starter was his <S starter. However it was crap for a lot of reasons. It had low range and priority compared to other slam starters. But it's main fault was the fact that if you land it against an attacking opponent, it put them into a low juggle and ruined the combo. This is why Goku was bottom Tier in the Shin Budokai games.
But not any more. Goku has an awesome new slam starter. His <SS-. The animation for this move is pretty neat. Goku jumps back and prepares an elbow. You can charge (and cancel) the move here. When you let go he zips forward and elbows the guy which stuns him slightly. You can cancel it here into one of his "R" chains.
This move has MASSIVE priority from what I've seen. I've even clashed with Raditz's physical death move with it and nullified it. It eats through all his Rush attacks and most of his slam attacks too.
There are a lot of neat tricks with this move. Since Goku jumps back while using it, you can cancel it there to get some distance between you and your opponent. This can be used as a quick dodge or an alternative escape plan if you cancel it. I can also see this move putting Goku at a major advantage against anyone with average range. Imagine this: Goku and his opponent are face to face. They both input their slam starters at the same time. But since Goku jumps back about 50 reach points on his move, his opponents move whiffs. He then charges in and elbows hard with high priority, eating through his opponents chain.
Basically, from what I've learned so far, the best strategy with Goku it to keep distance and pop and and you with his "<SS-" starter. Charge it fully when you need to break guard, and cancel it into an "R" chain when you land it, or if you want to try to break your opponents guard with an Aura Smash.
***Edit***
Forgot to mention that Goku's <SS starter is safe on TC's if done from about 40 reach points in or closer. He simply gets too far away to attack if your opponent TC's it.
So combine that with the fact that I now found out how to combo into an ultimate, and we have some new combos.
Goku on Rushdown
Goku had no rushdown at all in the Shin Budokai games, but it seems he's far less limited now in Burst Limit, since he has quite a few ways to get through someones guard.
Like all characters, Goku can interrupt a string with an Aura Smash for an inpredictable way of breaking guard. If it's avoided, you'll want to cancel it as quickly as possible with an energy attack though. (Although, even if you cancel it as fast as possible it can still be punished by a quick attack, so use it wisely)
Goku has his <RRSE- cancel for rushdown purposes as well. The "S" part is a headbutt with high priority like in other Budokai games. It doesn't track, but will nullify most other hit's coming his way so you don't have to worry so much about jabs and such.
In the air, Goku's <RRRS chain turns into a nullifying, chargeable, trackable stun. These kinds of moves are the best for rushdown purposes. It nullifies hit's, making it safe from quick pokes. It's chargeable, giving you a way to smash through guard or create mind games with canceling. It's trackable, meaning Goku will turn on his heel an strike an opponent even if they try to sidestep. And it stuns, meaning of course, you can combo off of it if it hit's. The best of the best had these stuns in previous Budokai games, and Goku's got one now....albeit, only in the air, but still.
Okay fine.....how about some combos
R = Rush attack
S = Slam attack
> = Towards opponent
< = Away from opponent
/\ = Up on the D-pad
E = Energy Button
- = Cancel
* = Stun
' = Fully charge upcoming move
#1. <RRRS-, >RRRRR>E [Kamehameha] 14 hit's, 865 dmg
*Aura Spark Mode*
#2. <RRRS-, L2
#3. <RR'SE-(combo reset), <RRRS-, RRRR(R2+triangle), >E [Kamehameha] 15 hit's 1101 dmg
#4. <RR'SE-(combo reset), <RRRS-, RRRR(R2+triangle), <E [Spirit Shot?] 11 hit's 1253 dmg
#5. <SS-, RRRR(R2+triangle)E-, <RRRS-, >RRRRR>E [Kamehameha] 20 hit's, 1372 damage.
*Aura Spark Mode*
#6. <RRRS-, RRRR(R2+triangle)<E-, /\ [Kamehameha] 19 hit's, 1808 damage
*new*
#7. <SS-, RRRR(R2+triangle)E-, <RRRS-, >>RRE-, >RRRRR>E [Kamehameha] 22 hit's, 1456 damage.
More stuff to come.....
***This topic is still a work in progress and will simply be used as a template for the real Goku thread which will come sometime after the actual game is released. As such, more combos and strategy will be added day by day. Comments, questions and contributions are welcome***
What's different and what's the same?
Goku's "SSSS" and ">S" chains still don't combo, but have still have MASSIVE priority.
Goku has the same special attacks he did in Shin Budokai, and both work the exact same way the did back then. His Base form ultimate was changed to Super Kamehameha, he needs Kaioken to use Spirit Bomb now.
Goku now only has 1 "axe kick" cancel, "<RRRS-". He has several "slam down" juggles now though, and a few rush attacks that can be energy canceled into other chains. His "R" is very fast, but both his >R and <R were changed and are now very slow, making them very difficult to combo into.
Strategy
Goku seems to have vastly improved for this game. In Shin Budokai, Goku's only viable starter was his <S starter. However it was crap for a lot of reasons. It had low range and priority compared to other slam starters. But it's main fault was the fact that if you land it against an attacking opponent, it put them into a low juggle and ruined the combo. This is why Goku was bottom Tier in the Shin Budokai games.
But not any more. Goku has an awesome new slam starter. His <SS-. The animation for this move is pretty neat. Goku jumps back and prepares an elbow. You can charge (and cancel) the move here. When you let go he zips forward and elbows the guy which stuns him slightly. You can cancel it here into one of his "R" chains.
This move has MASSIVE priority from what I've seen. I've even clashed with Raditz's physical death move with it and nullified it. It eats through all his Rush attacks and most of his slam attacks too.
There are a lot of neat tricks with this move. Since Goku jumps back while using it, you can cancel it there to get some distance between you and your opponent. This can be used as a quick dodge or an alternative escape plan if you cancel it. I can also see this move putting Goku at a major advantage against anyone with average range. Imagine this: Goku and his opponent are face to face. They both input their slam starters at the same time. But since Goku jumps back about 50 reach points on his move, his opponents move whiffs. He then charges in and elbows hard with high priority, eating through his opponents chain.
Basically, from what I've learned so far, the best strategy with Goku it to keep distance and pop and and you with his "<SS-" starter. Charge it fully when you need to break guard, and cancel it into an "R" chain when you land it, or if you want to try to break your opponents guard with an Aura Smash.
***Edit***
Forgot to mention that Goku's <SS starter is safe on TC's if done from about 40 reach points in or closer. He simply gets too far away to attack if your opponent TC's it.
So combine that with the fact that I now found out how to combo into an ultimate, and we have some new combos.
Goku on Rushdown
Goku had no rushdown at all in the Shin Budokai games, but it seems he's far less limited now in Burst Limit, since he has quite a few ways to get through someones guard.
Like all characters, Goku can interrupt a string with an Aura Smash for an inpredictable way of breaking guard. If it's avoided, you'll want to cancel it as quickly as possible with an energy attack though. (Although, even if you cancel it as fast as possible it can still be punished by a quick attack, so use it wisely)
Goku has his <RRSE- cancel for rushdown purposes as well. The "S" part is a headbutt with high priority like in other Budokai games. It doesn't track, but will nullify most other hit's coming his way so you don't have to worry so much about jabs and such.
In the air, Goku's <RRRS chain turns into a nullifying, chargeable, trackable stun. These kinds of moves are the best for rushdown purposes. It nullifies hit's, making it safe from quick pokes. It's chargeable, giving you a way to smash through guard or create mind games with canceling. It's trackable, meaning Goku will turn on his heel an strike an opponent even if they try to sidestep. And it stuns, meaning of course, you can combo off of it if it hit's. The best of the best had these stuns in previous Budokai games, and Goku's got one now....albeit, only in the air, but still.
Okay fine.....how about some combos
R = Rush attack
S = Slam attack
> = Towards opponent
< = Away from opponent
/\ = Up on the D-pad
E = Energy Button
- = Cancel
* = Stun
' = Fully charge upcoming move
#1. <RRRS-, >RRRRR>E [Kamehameha] 14 hit's, 865 dmg
*Aura Spark Mode*
#2. <RRRS-, L2
#3. <RR'SE-(combo reset), <RRRS-, RRRR(R2+triangle), >E [Kamehameha] 15 hit's 1101 dmg
#4. <RR'SE-(combo reset), <RRRS-, RRRR(R2+triangle), <E [Spirit Shot?] 11 hit's 1253 dmg
#5. <SS-, RRRR(R2+triangle)E-, <RRRS-, >RRRRR>E [Kamehameha] 20 hit's, 1372 damage.
*Aura Spark Mode*
#6. <RRRS-, RRRR(R2+triangle)<E-, /\ [Kamehameha] 19 hit's, 1808 damage
*new*
#7. <SS-, RRRR(R2+triangle)E-, <RRRS-, >>RRE-, >RRRRR>E [Kamehameha] 22 hit's, 1456 damage.
More stuff to come.....
Re: Goku Discussion
Goku is my favorite character in BL hands down, I know this Goku discussion must be old so i'm gonna post my best Goku combo for now.
Aura Spark, Charged R2 + Triangle, BSS-, FFRR, BEE-, BRRRS, FRRRRR, R2+ Triangle, BEEEEE, Pursuit attack.
26 hits, 2717 dmg
It's an air combo from the front
Aura Spark, Charged R2 + Triangle, BSS-, FFRR, BEE-, BRRRS, FRRRRR, R2+ Triangle, BEEEEE, Pursuit attack.
26 hits, 2717 dmg
It's an air combo from the front
Thalès76- Saiyan Elite
- Gender :
Posts : 329
Battle Power : 310
Join date : 2009-09-17
Location : Quebec city
Zodiac Signs :
Re: Goku Discussion
Arshaq wrote:Someone landed a 3500 dmg combo with Goku. LOL. Sorry to dissapoint.
I do more than 3300 from the back, I said from the front lol.
Thalès76- Saiyan Elite
- Gender :
Posts : 329
Battle Power : 310
Join date : 2009-09-17
Location : Quebec city
Zodiac Signs :
Re: Goku Discussion
I don't have online yet, and apparently the lag is horrible.
Thalès76- Saiyan Elite
- Gender :
Posts : 329
Battle Power : 310
Join date : 2009-09-17
Location : Quebec city
Zodiac Signs :
Re: Goku Discussion
lmao that is intense lag xD.
Soriphen- Saiyan Moderator
- Gender :
Posts : 616
Battle Power : 574
Join date : 2009-09-15
Location : Toronto, Canada
Zodiac Signs :
Re: Goku Discussion
You saw what Tico said LOL. "Arshaq how the fuck are you doing it? I can't even press X and see myself shield after two whole seconds"
Guest- Guest
Re: Goku Discussion
lmao yeah, I wonder myself as well.
Soriphen- Saiyan Moderator
- Gender :
Posts : 616
Battle Power : 574
Join date : 2009-09-15
Location : Toronto, Canada
Zodiac Signs :
Re: Goku Discussion
IIRC, the most damaging combo I ever did with Goku "on the front side lol" was an 81 hit 5630 combo. My favorite combo was a death combo that I learned from an old friend awhile back.... I also remember that easy as shit 999 hit combo I used to do.
Raikoh Ogawa- Saiyan Grunt
- Gender :
Posts : 38
Battle Power : 47
Join date : 2009-10-20
Location : The south
Re: Goku Discussion
Raikoh Ogawa wrote:IIRC, the most damaging combo I ever did with Goku "on the front side lol" was an 81 hit 5630 combo. My favorite combo was a death combo that I learned from an old friend awhile back.... I also remember that easy as shit 999 hit combo I used to do.
Yup, brain-dead moron in the house.
Guest- Guest
Re: Goku Discussion
Arshaq wrote:Raikoh Ogawa wrote:IIRC, the most damaging combo I ever did with Goku "on the front side lol" was an 81 hit 5630 combo. My favorite combo was a death combo that I learned from an old friend awhile back.... I also remember that easy as shit 999 hit combo I used to do.
Yup, brain-dead moron in the house.
I understand your jealous, but please... just get better would ya? If you had any real skill you'd try not to insult the other person every chance you get.
Raikoh Ogawa- Saiyan Grunt
- Gender :
Posts : 38
Battle Power : 47
Join date : 2009-10-20
Location : The south
Re: Goku Discussion
Raikoh Ogawa wrote:Arshaq wrote:Raikoh Ogawa wrote:IIRC, the most damaging combo I ever did with Goku "on the front side lol" was an 81 hit 5630 combo. My favorite combo was a death combo that I learned from an old friend awhile back.... I also remember that easy as shit 999 hit combo I used to do.
Yup, brain-dead moron in the house.
I understand your jealous, but please... just get better would ya? If you had any real skill you'd try not to insult the other person every chance you get.
You just take up space don't you? Go look at your comment in the welcome thread.
Guest- Guest
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|