![]() If you hold the attack buttons down, Goku will do a followup attack, costing 2 extra bars (total of 5) that will add on additional damage. Goku dashes forward with a punch which leads to a big damage super animation. This super covers a really strong range and can be used in pretty much any situation. This super is one of the reasons that SSGSS Goku is so good at confirming from loose hits. This does solid damage and is your go-to combo ender on the ground. Goku jumps into the air and fires a Kamehameha downwards at the ground at a 45°. The following moves are classified as Super Moves, read on to learn tips on how to use them effectively. At that point, goku, vegeta, trunks, gohan.hell probably even piccolo could have just charged up a full powered blast and blasted the rest of cells body to. This makes this move his go to air combo ender when he wants to get the most damage out of his combos. Like earlier on he blasted Cell with the instant transmission Kamehameha and blew off half his body and left him incapacitated (atleast briefly before he ultimately regenerated). The EX version goes as far as the medium, comes out about as fast as the light, and can be comboed into any of Goku's supers. ![]() The medium version goes a little further than the light, but comes out a little slower. Goku performs a diving dick attack that brings the opponent down to the ground if they are in the air. Keep in mind that this move leaves you extremely open and unable to do much of anything for a while unless it is covered by an assist, so be careful. The Medium and EX versions can be combo'd off of if the unblockable connects, and can lead to a pretty decent combo. The light and EX version will actually move forward with a punch after the move has ended if the unblockable didn't connect, making them slightly safer options. This has a VERY small range, but can be very effective if you know how to use it properly. ![]() Goku holds up 2 fingers at his opponent, after a short amount of time, this will hit the opponent, even if they are blocking. It can be used in certain combos though, as long as you know how to set it up. This move can be used in much the same way that your vanish attack can, except you can't cancel into this from stray hits, as it comes out too slow. This comes out a little slower than a regular teleport, and doesn't seem to track quite as well, but it doesn't cost any meter and is just as safe on block. Goku goes through a short startup animation before teleporting either in front of, or behind the opponent and striking them with his foot. The medium version of this move goes a little further than the light version, but has slightly longer startup, and the EX version will actually teleport behind the opponent before striking them. This attack is safe on block, and has really high priority, so use it to overwhelm your opponent and keep yourself safe after block strings. This attack covers a decent amount of space and can be done both in the air and on the ground, meaning it easily combos into your level 1 super. Goku dashes forward with his elbow and delivers a blow to the opponent. The following moves are classified special moves, read on to learn tips on how to use them effectively.
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