![]() After blocking a Ki Blast, the opponent can escape the blockstring by Guard Canceling (GC) into 2 strong options: Reflect or Super Dash, at zero cost. This is a good point to end the string as it's safe on block and pushes the opponent far enough where it will be difficult for them to contest Goku. Keeping held down afterward will also allow you to easily super jump in neutral. Holding or will prevent further Ki Blasts from being thrown, so you can hold, letting all 6 Ki Blasts rock if you get the hit, or hold to stop firing and block if they're jumping over. Dash jumping is a lot more effective since they'll dodge over the Ki Blasts altogether, so it's recommended to use only 1 to 2 Ki Blasts before stopping and start shooting again. SD can be beaten easily if 5S made contact with them as you'll be able to cancel into 2H, the universal anti-air. Zoning with 5S has 2 simple counterplays: SD or dash jump-in. At half screen and further, 5S(6) combos directly into 236S. On hit, the final Ki Blast launches the opponent and can cause a wall bounce. It's repeatable up to 6 times by mashing or holding S, so can beat out characters with less amount of repeatable Ki Blasts. On block, 5LLL > SD is not 2H-able in the corner (3f gap), this puts Goku airborne for potential assisted mix-ups with airdash j.M or land 2M.ĥS is a fast, low-commit screen control button which shoots P1 projectiles with Ki Blast property straight forward. Goku's 5LLL has abnormally high blockstun and can true string into Vanish or 236S. On hit, launches and combos into Super Dash (SD), but is also a niche combo tool with limited use. 5LLL has very limited gatling options and will end the blockstring prematurely. It's generally a good idea to avoid accidentally mashing to this point. While the basic combo structure is something like 5L > 5LL > 2M > 5M > jc, if you get a stray 5L or 5LL hit against an airborne opponent, be ready to jump cancel right away since continuing down the ground string will drop the combo. On hit, 5L along with 5LL and 5M are the only 3 jump cancelable normals Goku (and most characters) has. The simplistic input makes confirming a grounded hit a trivial task as you have plenty of time to route into the correct combo. 5LL is close to a "free" button that should always be used to extend blockstrings or add extra damage to combos. Goku's most efficient blockstring and combo filler. You can also reset pressure like 5L > 4LL into dash 5L again. Use 5L > 4LL to extend pressure, as 4LL is cancelable into all the above mix-up options. 5L > Dragon Rush (DR) is a universal tickthrow, 5L > 236M Guard High Startup 26 Recovery 14+3L Advantage +2 is an overhead that resets pressure, and 5L > 2M is true string low.ĥL is also cancelable back into itself once by holding and pressing again. It's tied with 2L as his fastest grounded buttons, so they're your go-to moves for starting pressure or for defensive challenges (aka abare An attack during the opponent's pressure, intended to interrupt it.).ĭue to being safe on block and having plenty of cancel options, 5L is a good spot to apply mix-ups. 5L is a basic jab and one of the few moves that keep Goku in place.
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