Goku blue is one of, if not the best anchor in the game thanks to his normals. he has three lows and an overhead built-in, not to mention above-average range and high solo damage with options to boot. he’s lacking a little bit in the projectile department because he has no command projectiles and not much in the air. his ground and ki blasts are really good though. even though he scored average here it’s really below average but giving him only one bar it seems a little too low… I might have to expand the gauges to five notches if this keeps happening.
Anyway Goku’s mobility is definitely above average seeing as you have natural teleports and a fast dive kick. he’s an honest character seeing as his forced offense such as his dive kick and teleports are punishable if your opponent’s watching out for them, however that requires your opponent to be honest as well. while being extremely strong at what he does Goku Blue lacks unreactable mixups and an error-proof forced offense, thus keeping him from four bars in the meta section. it’s not a terrible idea to have him as point or secondary, but because his normals are so good he’s best as an anchor. quarter-circle forward and attack gives you a charging elbow that plows through small ki blasts. the light version has the fastest startup but short travel distance. the medium version takes a little longer initially, but travels a bit further and counts as a smash. if you’re close to the corner it’ll wall bounce allowing you to combo meterlessly. the heavy version teleports to the opposite side of the screen and travels to your opponents location when activated…
Meaning that if your opponent is advancing forward you’re probably gonna whiff. it gives you a meaningless wall bounce in open space and a “not so meaningless” wall bounce in the corner. like all rear entry specials there’s a lot of damage scaling. this charging elbow attack can be done in the air and operates exactly how you’d expect. during your active frames you’ll reflect smaller projectiles just like your super dash, and that doesn’t mean much since your travel distance is limited, but your heavy version reflects during the startup frames as well… and no you can’t use a heavy version to cancel out of your block stun like you can with reflect and super dash… but you can use reflect first then immediately go into it for an alternative to your super dash just in case your opponent’s trying to bait you.
In general you’re only gonna use a special for combo purposes, but you can get some mileage out of the heavy version… and of course we’re gonna talk about that later on. quarter circle back and attack gives you a command grab. the light version gives no wall bounce and you must use a meter or an assist to combo. medium gives you a small wall bounce and allows you to combo meterlessly in the corner. and heavy gives you a bigger wall bounce but you still need the corner to combo meterlessly. with the light and heavy versions you still attack on whiff which will give you a short knock back. and yes it’s actually a teleport, but due to the long startup and short travel distance it’s not much to work with. oh and it has a same damage scaling as rear-entry specials and that’s not good, so aside from very specific situations just use the dragon rush instead. quarter circle back and attack while airborne gives you a fast dive kick that takes your opponent to the ground.
You can combo into the light version normally and your opponent can ground tech. the medium dive kick has a longer startup making it tough to combo, however it gives you a slide knock down. the heavy version has the quickest startup and grants a slide knockdown as well. if used sparingly you can use a dive kick to get in on your opponent ,but its main usages is ending high juggles to position your opponent for a combo extension with the vanishing attack. quarter-circle forward or back and the special button gives you instant transmission. you appear directly in front or behind your opponent with a smash attack that gives a meterless combo in the corner and is plus on block too, but it’s not that plus on block so anything aside from the standing light and you could get interrupted.
Unfortunately you’re considered airborne therefore crouching heavy will shut down your natural mixup. on a side note if done in the air you’re gonna descend very slowly before you teleport… so if you land before teleporting your attack is canceled. it’s not a big deal but it’s something you should know. here’s an overview of what attacks should be on your mind in a general matchup. all right… I always dread talking about attacks like Goku’s Instant Transmission because there’s a deep-rooted logic behind it and I never feel like I explained it properly, but here it goes. it’s one of those polarizing attacks that you either think is the greatest or you think it’s garbage because you always get punished. the reason being because if your opponent doesn’t have the proper respect for, it as in they’re not altering their default approach to compensate for an ambiguous tracking teleport that you can combo after and is plus on block…
You’re gonna murder them. on the other hand, if your opponent does respect your Instant Transmission they’re not gonna over-commit on anything in the neutral because they’re secretly waiting to punish you with a crouching heavy. and when that happens most people will say Instant Transmission is garbage because they always get punished and blah blah blah. it’s not something you can react to unless you’re looking for it, and when you’re looking for it you’re playing defensively in the neutral. so the fear of instant transmission is making it easier to get in on your opponent. if you’re the type that’s looking to send a message though you can use a heavy elbow charge to punish those people that are waiting for your instant transmission. you’re not considered airborne so therefore crouching heavy isn’t gonna plow right through you.
Next up we have your general purpose ki blasts. while it’s not enough to center a strategy around it’s never a bad idea to toss out a few random ki blasts to keep your opponent on their toes. all right now we have the universal options… a low air dashing heavy and a grounded quick dashing crouching medium. as an anchor I would always side with the low air dash because of the additional options you have from a jumping attack, however if I have teammates it’s either or. because it’s the neutral and no one has frame advantage or disadvantage, I usually don’t like using lights up close.
I instead would just use a medium attack a few frames earlier than normal, however in Goku blue’s case, I’m a big fan of lights… “crouching lights” to be more specific. at close range with a crouching light you can go into a standing light light which naturally leads to an overhead or you can opt for a slightly delayed crouching medium. it is true, you can be interrupted before the overhead in your light auto combo, but light light crouching medium can’t be… even if you considerably delay it. delaying crunching medium is extremely important because if you don’t delay not only will your attack rhythm be different, you can’t punish opponents for trying to interrupt you since it’s going to jail them. you can also opt to go into the Chi Chi fingers after the impact of a crouching light if you’re close enough, but if you have some assists it’s usually better not to risk your advantage with a low damage command grab and just go into your block string instead.
Right off the bat, let me say that this section isn’t very important to Goku Blue due to the proposed strategy I put forth. so why is this section here then? well while I generally only talk about stuff that pertains to my proposed default strategy I am aware that some people might find is helpful to their specific strategy… and most importantly it’ll just look weird and lazy if I skip it. oh and also I’m just gonna let the HUD show you the timing for the assist call. let me know if you guys want me to go back to the older format, but I must say it got kind of weird last video with me repeatedly saying, “just after the heavy, just after the heavy” in slightly different ways…
So I’ll see how this does. okay! a point was assigned if you can combo after the assist. an additional point if you can combo with the standing medium, and a third point if the timing is reasonable. a point can be taken away if the extension is extremely difficult or impractical. starting on the left side we have the compatibility with raw vanishing attacks.
Now the heavy elbow, which can be useful if someone’s trying to punish an instant transmission or your vanishing attack. now on to the other teleport special… the Instant Transmission. it’s important to remember that if you get hit before your assist releases of their attack they’re just gonna stop and jump out. so assists aren’t gonna make an instant transmission any safer. moving on to the Chi Chi fingers.
I probably shouldn’t call it that, but I do. because it takes a while to activate and has a short range you have to condition your opponent to get any usage from it… much like real life. now on to the low juggle extensions. lastly we have the corner dragon rush extensions. the juggle I used mostly is light medium down heavy, double jump, light light canceled into a light dive kick. but if I use something else I’ll be obvious. in closing don’t worry if your team doesn’t synergize well with Goku blue he’s really good by himself and the setups that I have later on in the video you can use practically any assist with it. so yeah it’s more important that his assist synergizes well with your other teammates.
Sure Goku Blue’s best as an anchor because he doesn’t need assists for extensions and possesses perhaps the best spark rush down in the game. but sometimes he’s gonna be in the match early… maybe to allow your teammates to regen blue health? maybe you got forced in? perhaps you just don’t use him as your primary anchor? either way it’s good to know how to take advantage of assists, so let’s take a look at a mid combo reset. go into any assist based low juggle… however instead of landing after the heavy to continue when the assist impacts, immediately throw out an air ki blast to force a ground tech, then cancel out of the ki blast to your Instant Transmission. your opponent won’t be expecting the juggle to end like that and with everything going on chances are they’re not going to notice his startup animation. if they tech forward or back they’re gonna land right before the impact and get crossed up. if they teched upward or chicken blocked you’ll catch them in the air and with your advantage you’re gonna force them to the ground for free and put them in a block string.
There are two problems with this however, if your opponent techs backwards and crouches your Instant Transmission is going to whiff. this is unlikely against competent opponents because there’s no reason to hold downback when you’re being juggled… but it can happen. furthermore they can use a crouching heavy to plow through your instant transmission. but if that’s unacceptable to you, instead of using Instant Transmission substitute that with the heavy elbow as soon as you land.
It’ll cross-up an upward tech if timed correctly as well as forward and back techs. the only drawback is if your opponent techs back or forward then chicken blocks you’re gonna go right underneath them. in this unlikely situation use the medium elbow instead, it’ll impact during the first few frames of their jump giving you the hit. the drawback is that if they tech upwards you’re gonna come up short. keep in mind that most people who like to chicken block will tech upwards, so it’s not something that should happen at all, but if it does you know how to punish it.
Oh yeah, if the cross-up protection is kicking in when your opponent techs upward, you need to delay your jumping heavy or whatever to get your opponent lower to the ground. this works with practically any assist as demonstrated by Trunks and 21 and it’s the best way to sneak in those rear entry specials for mental damage. and of course a kind of video would this be without an oppressive block string, eh? the tilde… that squiggly thing in the notation means to slightly delay the input. not enough for your opponent to get out but just enough to let your assist begin recharging. if your opponent’s the type to mash reflect early in the block string, randomize the order of your mediums to punish. the natural gap in this block string is after the crouching heavy, but the gap is so small that they’ll get hit if they try to attack or even jump out. the only thing they can do is reflect or use an invulnerable attack. of course you can use Instant Transmission to punish the reflect and seeing as it’s also plus on block. but it can be risky if your opponent has a good relationship with crouching heavy.
Personally I like to use the light elbow to switch the gap to the assist and it’s really no big deal if your assist gets reflected. seeing as the light elbow is gapless why not just use that with alternate assist timing? well I tried that but I can’t keep it going for more than a few loops due to the strict timing. but just because I can’t doesn’t mean you can’t… especially if you use multi-hitting assists. oh, and this blog string can be done with practically any assist as long as they’re not in the Krillin family or named Gohan. while most people only use sparking for blue health regeneration, there are significant offensive advantages too… mainly the ability to jump cancel out of blocked normals. this is extremely important because it turns every low normal use in a block string into a mixup. lows are also used to punish people who are trying to reflect since the input itself requires for them a stand. just make sure not to leave a gap in your block string or else you’re gonna get reflected. Goku Blue has three lows that translates into four mixup spots in a single block string…
And here’s a chart showing them. each starting color represents a block string variation and all variations lead to an ender that gives you enough advantage to do it all over again. as you can see there are two different brackets to end with. let’s look at a top bracket first, these are your jump cancels. the upper ender is your low air dash into a medium kick. it’s possible to be interrupted if your opponent’s mashing, but the plus side is that it will cross up your opponent making it pretty difficult to block. the lower ender is your forward medium “universal overhead” canceled into an air dashing medium. forward medium is easier for your opponent to recognize and doesn’t cross up, thus it’s easier to block. it can also be interrupted if your opponent’s mindlessly mashing. however the benefits of this is that a crouching heavy loses to it, and most good players will punish an airborne attack with a crouching heavy. okay on to the second bracket… you’ll notice that this is based off of a crouching heavy which does in fact make you airborne.
The top ender is very similar to the previous bracket, so it’ll cross up. and yes it’s still very interruptible. however this time around if your opponent tries to reflect they’re gonna get a forward special instead because you’ll be behind them when they get out of the block stun. unfortunately since you must attack immediately upon switching sides to prevent getting interrupted, you can’t use normals to hit confirm and expect to continue the combo, therefore you got to cancel into your medium elbow then use a vanishing attack. canceling into instant transmission will also punish reflects and you don’t have to use meter to keep the advantage on block with a standing light afterwards. but if your opponent is looking for it it’s very reactable. the bottom ender will shut down every option except for reflect and invulnerable attacks the gap before your medium elbow is so small that they’re gonna get hit if they try to jump out or even crouching heavy you.
Cancel into your vanishing attack immediately to keep the offense going. so this bottom bracket is a 50/50 for aggressive opponents. if you think they’re gonna try to mash out an attack, use the bottom ender. if you think they’re gonna reflect, use the top ender. man this chart makes it seem a lot more complicated than it really is and most the time you’re just gonna do a variation to the top bracket anyway. but for those people that are disrespectful and try to attack you during your spark rush down… you give them that bottom bracket… you teach them a lesson. all right, so it’s pretty obvious that one of the DLC guys is gonna be next, the question is which one? as of right now I’m leaning towards the Vegito but that’s just because I think most people would want to see him. so I’ve been doing a lot of thinking and while I have been advised to create a patreon in the past what ultimately kept me from making one is that it’s hard for me to imagine people supporting my videos enough to the point where I can make it my full-time job and not just something on the side when I’m not too tired.
but after doing some research and a lot of consideration I think I’m actually going to go through with it. so when the next video is out I’m probably gonna have a patreon link for those who want to support the channel, and of course those of you who do support the channel will have a lot of influence on the videos I make.
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