Goku (Super Saiyan) Quick Combo Guide - Dragon Ball FighterZ
v1.03 Guide for Goku (Super Saiyan)'s basic tools and combos to get you started playing Dragon Ball FighterZ. These combos may not be optimized, but range from beginner to intermediate in difficulty and should give you a head start in learning this character. Feedback and questions are welcome! Combos start at 3:18 Additional notes: Welcome to my first Dragon Ball FighterZ guide! I hope to make many more in the future! Goku is a really simple character to get a hang of, both gameplan wise and combo wise. There's a couple of intricacies with his combos, and that mainly revolves around height. In order for jS to connect Goku has to be higher than his opponent, so manipulation of the auto-combo system is important, and also when not to extend your air string. There's also his double Kamehameha combo, which is almost entirely height dependent, and usually will revolve some somewhat precise timing. This is a new game, which means a new format. Feedback is super appreciated! Patreon! https://www.patreon.com/user?u=326386 Follow me! / coliflowerz Transcript: None right now, sorry. I'll try to get one up soon. Guide for numerical notation: http://static1.1.sqspcdn.com/static/f... L = Light (PS4 = Square, X = Xbox) M = Medium (PS4 = Triangle, Y = Xbox) H = Heavy (PS4 = Circle, B = Xbox) S = Special or Ki (PS4 = X, Xbox = A) A = Any Attack button (usually just L, M, or H) jc = jump cancel xx = cancel = simultaneously [n] = hold this button or direction (n) = cancel after this many hits L+M = Also RB M+H = Also RT BGM: Pillars of the Underworld (Theme of Ky Kiske) = Guilty Gear XX #Reload (Korean vers.)

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