Rivals of Aether

Rivals of Aether

Goku
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MDL4848-  [developer] 7 Apr, 2021 @ 9:27pm
How to play Goku
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FULL MOVE LIST
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NSPECIAL: KI BLAST
Shoots a Ki blast in front of Goku. By holding special, up to three blasts can be fired in succession. Each blast drains 7 meter

DSPECIAL: KI CHARGE
Increases Ki at a rate of 0.75 every frame. There is also a hitbox at the beginning of the move to knock opponents away

FSPECIAL: SUPER TACKLE
Goku charges forward through the air with a hitbox. This attack autocancels on hit, allowing it to serve as a useful combo starter. It has less range and more endlag than Vegeta's, but a shorter startup

USPECIAL: INSTANT TRANSMISSION
Goku teleports (straight up, diagonally up, left or right depending on what direction is being pressed). Once he appears, he can act instantly. He is also completely invincible during the startup and endlag of the attack

DFSPECIAL: DIVE KICK
Goku jumps into the air, then launches diagonally downwards with a kick. this move has no landing lag, so it can be used as a combo starter on the ground

UFSPECIAL: DRAGON FIST
Goku launches diagonally upwards in a Shoryuken-style rising uppercut. Autocancels on hit, making it a combo starter

SUPER 1: GOD BIND
Press attack and special simultaneously to perform a powerful slap that stuns the opponent for 180 frames. This attack consumes 150 meter

SUPER 2: KAMEHAMEHA
Press attack and special simultaneously while holding left or right to perform one of Goku's signature moves, the KAMEHAMEHA, a devastating energy beam that deals strong knockback. If the opponent is in hitstun when the attack begins, they will be frozen in place, unable to dodge. This attack consumes 300 meter

SUPER 3: SPIRIT BOMB
Press attack and special simultaneously while holding down to perform a fairly slow, avoidable kick. But if the kick DOES connect, the opponent will be stunned, allowing Goku to fire his most dangerous move, the Spirit Bomb. If this attack connects, which it normally will, the opponent will likely be killed in one attack regardless of percent. This attack consumes 450 meter (the full bar)





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UNIQUE MECHANICS
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Goku has several mechanics that no normal Rivals character has access to that are key to mastering him

The first mechanic is his diagonal special moves. While most Rivals characters have 4 special moves (Nspecial, Fspecial, Dspecial, Uspecial), Goku has 6 (Nspecial, Fspecial, Dspecial, Uspecial, UFspecial, DFspecial). These extra two attacks are SUPER important, especially UFspecial, as it forms a key part of Goku's air combos

The second mechanic is his super meter

Goku can charge meter in one of two ways. The first way is using Dspecial, which builds a fixed 0.75 meter per frame. The second way is through attacks, with each attack increasing meter using the following formula:

(attackdamage / 2.8) x (combocounter x 1.2).

For example, an attack that deals 5 damage and is the first hit of a combo would increase meter by about 2.14, and an attack that deals 7 damage and is the 6th hit of a combo would increase meter by 18

Goku's meter can be charged to a maximum value of 450.

Using meter, Goku gains access to three more attacks. The first is God Bind, which costs 150 meter. The second is Kamehameha, which costs 300 meter. The third is Spirit Bomb, which costs 450 meter





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COMBOS
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Goku is an EXTREMELY combo-heavy character. Goku builds more super meter the higher his combo counter is, so it is usually optimal to make a combo as drawn-out as possible, even if a shorter combo would also kill.

Most of Goku's attacks are capable of starting combos. The following attacks can start combos at 0%:
Jab1
Dtilt
Ftilt
Utilt
Fspecial
Dspecial
Nspecial (close range only)
UFspecial
falling Nair
falling Fair
falling Dair
falling Bair
falling Uair
Dstrong

Almost any hit can lead to a devastating combo at low percents

There are two main combo routes; the ground combo and the air combo


/////GROUND COMBOS/////
Goku's basic ground combo is likely his easiest combo. Despite its simplicity, it can deal absurd amounts of damage very easily.

This combo can be started in many different ways, but the two best ways are using Jab or Fspecial.

The combo is quite simple. The combo (against Zetterburn) is:
Fspecial -> Jab123 -> Fspecial -> Jab123 -> Fspecial -> Jab123 -> Utilt

depending on the opponent's character choice and DI, the combo should be changed accordingly, but the version above deals about 70%


/////AIR COMBOS/////
Goku's basic air combo is more difficult to perform than his ground combo, but looks much cooler

The combo (against Zetterburn) is:
Fspecial -> UFspecial -> Nair -> Nair -> Fspecial -> Nair -> (Jab123 -> UFspecial -> Kamehameha)*

*the part in brackets is sometimes impossible if the combo is too close to the ledge. Without this part, the combo deals about 60%. With this part, it kills at 0%
Last edited by MDL4848-; 7 Apr, 2021 @ 9:28pm