DBFZ/Goku

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Goku
DBFZ Goku Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Snowball

Overview[edit]

Son Goku (named directly after the Japanese naming of Journey to the West protagonist Sun Wukong) is a martial artist of incredible skill and renown, whose skills only grew stronger after dying at the hands of the villainous Saiyan Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb.

The Saiyan Arc version of Goku flies into Dragon Ball FighterZ as a DLC character. Much like his Super Saiyan counterpart, he is a natural all-rounder with a variety of moves. While he doesn't have his Super Saiyan version's zoning or his SSGSS version's close-range game, he has his own quirks that set him apart from them and make him stand out.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Reliable buttons and specials with solid range and good utility all around.
  • Strongest level 3 in the game; does huge damage and has many ways he can combo into it from some other characters' supers, which gives Goku very easy ways to get incredible damage.
  • Kaio-ken is a very strong level 1 super, with a lot of damage and possibly even some mixup potential, as well as many ways to use it. This is amplified further by its enhanced versions, x3 Kaio-ken and x20 Kaio-ken.
  • Assist is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.
  • 1 bar invincible reversal with Kaio-ken finisher
  • Only one low (2M), which hurts his mixup game a lot.
  • Requires assists to make any of his strings safe.
  • Has difficulties for scoring a sliding knockdown.
  • While not a slow charge, Spirit Bomb's charge requirement can make it so you might not get the move often, and if you do you may only get level 1 or level 2.


Normals[edit]

5L[edit]
5L
DBFZ Goku 5L.png
DBFZ Goku 5LL.png
"Be gone..."
DBFZ Goku 5LLL.png
"Goku Time!"
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 - - -4
  • Standard jab.
5LL 700 All - - - -4
  • Knocks opponent lightly off their feet
  • Good hit and block stun
  • Can convert into 2M or 1S
5LLL 1000 All - - - -4
  • Causes wallbounce
  • Hits both in front and behind Goku
  • Leads into auto combo
  • Can be used for corner loops in certain scenarios


5M[edit]
5M
DBFZ Goku 5M.png
"Kidney punch, kidney punch, kidney punch, and pause.... KIDNEY PUNCH!"
Damage Guard Startup Active Recovery Frame Adv.
700 All 9 - - -5
  • Short reach, but very quick
  • Can connect with 5LL into jump cancel


5H[edit]
5H
DBFZ Goku 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 - - -8
  • Short reaching 5H with a slightly quicker startup than most


5S[edit]
5S
DBFZ Goku 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300 All 13 - -4 -
  • Can be repeated up to 6 times


2L[edit]
2L
DBFZ Goku 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 6 - - -4
  • Hits mid (Can be blocked standing or crouching)


2M[edit]
2M
DBFZ Goku 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 10 - - -11
  • Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLM2H instead to start a combo.
  • iAD j.S 2M has deceptively long range and can hit from almost fullscreen.
  • Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.


2H[edit]
2H
DBFZ Goku 2H.png
Not a DP
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 - - -17
  • Universal anti-air
  • Poor horizontal reach


2S[edit]
2S
DBFZ Goku 2S.png
"Go, my children."
Damage Guard Startup Active Recovery Frame Adv.
600 All 17 - - -8
  • Can be aimed with 1/2/3S
  • Does not track

After this is used twice, regardless of which versions are used, it will transition into 2SSS.


2SSS[edit]
2SSS
DBFZ Goku 2SSS.png
FOOTDIVE!
Damage Guard Startup Active Recovery Frame Adv.
1000 H - - - -5
  • Overhead after 2SS
  • Causes a ground-bounce that can be combo'd after in the corner


6M[edit]
6M
DBFZ Goku 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 - - 0
  • Universal overhead


j.L[edit]
j.L
DBFZ Goku jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H 6 - - -
  • Short ranged normal. Mostly used during aerial blockstrings


j.M[edit]
j.M
DBFZ Goku jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H 10 - - -
  • Good air to air normal. Can cross the opponent up, if delayed enough.

Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H Note: you can shorten the delay by inputting the directional input of your opponent (4 or 6). This is a universal mechanic


j.H[edit]
j.H
DBFZ Goku jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 13 - - -
  • Great jump-in normal and combo starter


j.S[edit]
j.S
DBFZ Goku jS.png
Damage Guard Startup Active Recovery Frame Adv.
600 All 12 - - -
  • Goku fires a downward ki blast
  • Halts Goku's momentum when used


j.2H[edit]
j.2H
DBFZ Goku j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 11 - - -
  • Goku does an upward kick. Not an overhead in the air.
  • Deceptive horizontal reach. Good for quick mid air conversions after a mid air clash. ie: super dash clash or blocking opponents super dash while in the air


Specials[edit]

Heavy Elbow[edit]
Heavy Elbow
236L/M/H (Air OK)
DBFZ Goku HeavyElbow.png
You're wide op- wait a sec, this isn't Ginyu! Or is it?
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 15 - - -5
  • Can be used to end blockstrings safety
M 1000 All 26 [28] - - -5
  • [] is for the aerial version
  • Causes wallbounce
  • Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons
H 1200 All 19 - - -5
  • Causes wallbounce
  • Can use 5LL or 2M to initiate a corner combo with this move (only in the corner)


Back Throw[edit]
Back Throw
214L/M/H
DBFZ Goku BackThrow.png
Silly Goku, thinking he can dunk like 16!
DBFZ Goku BackThrow2.png
"Weeeee!"
Version Damage Guard Startup Active Recovery Frame Adv.
L 700 Throw 23 - - -
  • Grabs and throw behind him
  • Can be followed up with vanish
  • Does not use up Goku's smash, allowing for conversions in Sparking
  • Can be comboed into
M 700 Throw 25 - - -
  • Moves forward before grabbing
  • Does not use up Goku's smash, allowing for conversions in Sparking

The big range on this command grab allow it to be somewhat tricky if your opponent isn't expecting it, or if you can cover up the startup with an assist or something similar. It's hard to get big damage off of it regularly, but in Sparking Goku can get a lot more off of it, which helps a lot. Because of its slow startup, you can also just cancel it from a normal and have it grab the opponent because the blockstun ends by the time the actual throw comes out.

H 1400 Throw 25 - - -
  • Moves forward like the M version
  • Does the 2SSS animation on hit and causes a ground bounce which can be followed up


Kamehameha[edit]
Kamehameha
236S (Air OK)
DBFZ Goku Kamehameha.png
Hawaiian King attack.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1000 All 21 - - -
Air 1000 All - - - -
  • Can be aimed up or down like SS Goku
  • Only hits once, but will still clash with other beams
  • Wallbounces


Everyone, lend me your energy![edit]
Everyone, lend me your energy!
214S
DBFZ Goku Everyone.png
"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"
Damage Guard Startup Active Recovery Frame Adv.
22 All - - - -
  • Can be held for up to three levels
  • Can call assists during charge
  • Will build a small amount of meter for each level charged up


Spirit Bomb[edit]
Spirit Bomb
214S after gathering energy
DBFZ Goku SpiritBomb.png
"Better use that thing that always works!"
Version Damage Guard Startup Active Recovery Frame Adv.
Level 1 1680 All - - - -
Level 2 2112 All - - - -
Level 3 2640 All - - - -
  • Track the opponent
  • Cannot be superdashed through
  • Any version can be followed up with an air combo by superdashing
  • Level 1 and Level 2 can be connected into a combo by using 2SSS after explosion (possibly 1SS or 3SS depending on distance from opponent)
  • Level 3 carries high enough to combo into Super Spirit Bomb


Assist[edit]

5LLL
A1/A2
DBFZ Goku 5LLL.png
"I'll save ya again, best buddy!"
Damage Guard Startup Active Recovery Frame Adv.
800 All - - - -
  • Causes wallbounce and hits both in front and behind Goku.
  • Huge blockstun.

Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful.


Supers[edit]

Kaio-ken[edit]
Kaio-ken
236L+M or 236H+S
DBFZ Goku Kaioken.png
"Now time for KAIOKEN!!"
DBFZ Goku KaiokenFinisherLM.png
"Kaio wha- AAAGH!!!"
DBFZ Goku KaiokenFinisherHS.png
"KAIO-KEN... TIMES FOUR!"
Version Damage Guard Startup Active Recovery Frame Adv.
Activation - - - - - -
  • Kaio-ken will have 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.
  • Any hit of Kaio-ken can cancel into any hit other than itself
  • The Kaio-ken enders can be used at any time, even as the first hit, but cannot be followed up.
  • Different variations of followups leads to different amounts of damage
5L 700 All - - - -
  • First hit if nothing is input.
2L 700 H - - - -
  • Overhead
  • Can also be input with 5LL
5M 700 All - - - -
  • Cross-up
2M 700 L - - - -
  • Low
  • Can also be input with 5MM
5H 900 Throw - - - -
  • Similar to 214M
5S 800 All - - - -
  • Goes fullscreen
2S 800 All - - - -
  • Similar to 5S, but aims diagonally
L+M 1330 All - - - -
  • Standard Kaio-ken ender
  • Fully invincible on startup
  • All enders can be used even after all followups have been used (for example, it can be used as a fourth hit even with a full team)
  • Can cancel into Kaio-ken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down
  • KOing with this triggers a special animation
x3 Kaio-ken Kamehameha
H+S when one team member is down
2850 All - - - -
  • Costs 1 bar
  • Can also be activated by pressing L+M twice in quick succesion
  • Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed upwards
  • Because Kaio-ken is not invincible on startup, this only deals 50% blue life
x20 Kaio-ken Kamehameha
H+S when two team members are down
4050 All - - - -
  • Costs 1 bar
  • Can also be activated by pressing L+M twice in quick succesion
  • Fires a Kamehameha straight
  • Tracks vertically
  • Deals a hard knockdown regardless of height
  • Because Kaio-ken is not invincible on startup, this only deals 50% blue life


Super Spirit Bomb[edit]
Super Spirit Bomb
214L+M or 214H+S (Air OK)
DBFZ Goku SuperSpiritBomb.png
WOULD YOU LIKE SOME GENKI, GOOD SIR?
Damage Guard Startup Active Recovery Frame Adv.
5649 All - - - -
  • Very slow, and starts very high in the air
  • Goku can only combo into this from level 3 Spirit Bomb
  • Some characters can DHC into this, sometimes depending on screen position, so experiment with your team and find out what works! For example, SS Goku can combo into this with Warp Kamehameha, but only in the corner, while Beerus can combo into it anywhere and Vegeta can't combo into it at all
  • 2314 minimum damage, making it extremely deadly even in the most scaled combos
  • If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner
  • While this is invincible on startup and unpunishable on block, you are vulnerable while the Spirit Bomb is falling. This means your opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo

Dragon Ball FighterZe
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System Explanations

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