Goku (HD)

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Revision as of 05:57, 4 November 2014 by Nerk (talk | contribs) (→‎Normal Moves)

Goku

In a nutshell

Goku is a very versatile character who can fight competently at all ranges. He has the most invincible reversal attack in the game in the form of a kicking shoryuken. His Kantsu Energy Dan is a fast level 2 fireball that will plow through most other projectiles, allowing him to effectively fight zoning characters. The incredibly high stun value of his double punch attack gives him access to some of the easiest infinite restun combos in the game. This coupled with the ability to remove himself from unfavorable positions using his teleport specials, makes him one of the strongest characters in Hyper Dimension. Goku utilizes all system mechanics well, making him a good choice for beginners.


Moves List

Normal Moves

Close St.Y - Goku throws out a quick gut punch. Average close standing normal and combo move, good for hitconfirming into Qcf.gifY.

Close st.B - A knee to the gut. One frame slower than close st.Y, but deals 2 more points of damage. Pretty much interchangeable with the above.

Far st.Y - Straight forward punch to the throat. Best used to stop hop-in attempts.

Far st.B - Straight forward kick to the ribcage. Not terribly useful since hops will go right over it, and whiffing this move against a hop or a jump is death.

cr.Y - Muscly uppercut to the chin. Not a horrible anti-air, although the range leaves something to be desired. Mostly used for combos due to the extra stun value. Can cancel into normals or specials.

cr.B - Crouching shin kick. Goku's only low, and quite a good one at that. Special cancellable, and at close range can combo into Qcf.gifY. If blocked, you can opt to reset the pressure with Qcb.gifB.

F.gifB Goku throws out a far st.B, then follows up with another forward moving kick. You wont be using this move in neutral too much due to the risk of being whiff punished, but it can be used to surprise opponents who block the first hit thinking it is a regular far st.B, then run into the next hit. Can't be cancelled into anything. Second hit knocks down.

Special Moves