From Dustloop Wiki
Jump to: navigation, search
DBFZ Goku Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

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


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 - Early Namek 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
  • 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.
  • Kaio-ken followup inputs must be learned carefully.


DBFZ Goku 5L.png
"Woah woah..."
DBFZ Goku 5LL.png
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.

DBFZ Goku 5M.png
"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.

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.

DBFZ Goku 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300*1~6 All 13 - - -4
  • Can be repeated up to 6 times.

DBFZ Goku 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 6 - - -4
  • Not a low.

DBFZ Goku 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 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.

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

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.

DBFZ Goku 2SSS.png
Damage Guard Startup Active Recovery Frame Adv.
1000 High - - - -5
  • Overhead after 2SS.
  • Ground bounces airborne opponent and can be combo'd after in the corner.

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

DBFZ Goku jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 6 - - -
  • Short ranged normal. Mostly used during aerial blockstrings.

DBFZ Goku jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 High 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.

DBFZ Goku jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 [1000] High 13 - - -
  • [] is on Smash hit.
  • Great jump-in normal and combo starter.

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.

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, i.e. super dash clash or blocking opponents super dash while in the air.


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
j.L 900 All 15 - - -
  • Can be used to end blockstrings safety.
M 1000 All 26 - - -5
j.M 1000 All 28 - - -
  • 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
j.H 1200 All 19 - - -
  • Causes wallbounce.
  • Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).

Back Throw[edit]
Back Throw
DBFZ Goku BackThrow.png
Silly Goku, thinking he can dunk like 16!
DBFZ Goku BackThrow2.png
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 700, 1000 Throw 25 - - -
  • Moves forward like the M version.
  • Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.
  • Only does 2SSS if no Smash has been used prior.

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!
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 - - -
  • 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 0, 50*18, 1200 All - - - -
Level 2 0, 60*24, 1200 All - - - -
Level 3 0, 70*30, 1200 All - - - -
  • All version has minimum damage of 20%.
  • Homes in on the opponent and cannot be superdashed through.
  • Any version can be followed up with Super Dash.
  • 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.


DBFZ Goku 5LLL.png
"I'll save ya again, best buddy!"
Damage Guard Startup Active Recovery Frame Adv.
800 All 39 - - -
  • 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.


236L+M or 236H+S
DBFZ Goku Kaioken.png
"Now I want TOTAL POWER!!"
DBFZ Goku KaiokenFinisherLM.png
"Kaio wha- AAAGH!!!"
DBFZ Goku KaiokenFinisherHS.png
Version Damage Guard Startup Active Recovery Frame Adv.
Kaioken - - - - - -
  • Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.
  • On block or hit, any Kaioken followup can cancel into any other, except itself.
  • All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo, i.e. 5L, 5S, Kamehameha enders.
  • The Kaioken enders can be used at any time but cannot be followed up, as the first hit or even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).
Staled 600 - - - - -
  • On hit, using a followup more than once in the string will cause it to be "staled," receiving reduced damage.
  • Beside staling, all followups have 15% minimum damage, excluding enders.

This means to maximize damage, Goku will want to cycle through all unique followups to avoid staling.

However, due to all staled moves dealing the same amount of damage, this also means that a string like S L L L... will do more damage, is a lot easier to execute, while still keeping the corner carry ability of S L S L...

5L 700 All - - - -
  • First hit if nothing is input.
  • Mashing L will alternate between 5L and 2L.
2L 700 High - - - -
  • Won't overshoot the opponent.
  • Vulnerable to Anti-Airs.
  • Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.
5M 700 All - - - -
  • Switches sides if the opponent is less than a fullscreen away.
  • Invulnerable during startup.
  • Mashing M will alternate between 5M and 2M.
2M 700 Low - - - -
  • Switches sides on block if the opponent is less than a fullscreen away.
5H 900 Throw - - - -
  • Switches sides and wall bounces on hit.
  • Very long startup but deals the most damage, albeit not by much.
  • Can only be used once per string.

Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H.

5S 800 All - - - -
  • Stands still and shoots a Ki blast forward.
  • Common starter from sliding knockdowns due to the short startup.
2S 800 All - - - -
  • Similar to 5S, but aims diagonally.
  • Can only combo into enders.
Kaioken Finisher
700, 700 All - - - -
  • Minimum damage is 105, 350.
  • Standard Kaioken ender.
  • Teleports to the opponent and is fully invincible on startup.
  • The second part only come out on hit.
  • Can cancel into Kaioken 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 Kaioken Kamehameha
H+S when one team

member is down

250*15 [250*14] All - - - -
  • Costs 1 bar.
  • Minimum damage is 52*15 [52*14].
  • [] is when cancelling from Kaioken Finisher.
  • Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.
  • Because Kaioken is not invincible on startup, this only deals 50% blue life.
x3 Kaioken Kamehameha
H+S when two team

members are down

250*20 All - - - -
  • Costs 1 bar.
  • Minimum damage is 47*20.
  • Fires a Kamehameha straight.
  • Tracks vertically.
  • Deals a hard knockdown regardless of height.
  • Because Kaioken 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
I'm so SORRY good sir but would you like a small PORTION of GENKI?
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 100*N, 4200 All - - - -
Air 100*N, 4200 All - - - -
  • Does more damage based on height.
  • Minimum damage in a combo is ~2050, give or take about 50 damage depending on the starter.
  • Very slow, and starts very high in the air.
  • If you do Super Spirit Bomb in the corner, Goku will teleport out and fire it into the corner.
  • 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.
  • Goku can combo into this by himself or with the help of assists, but it's often impractical to pull off in a real match. Thus to utilize its high damage, you'll need to build your team around DHC-ing into this Super.
  • While this is invincible on startup and not punishable on block, Goku is vulnerable while the Spirit Bomb is falling. This means the opponent can run under the Spirit Bomb to the other side of Goku and superdash up to him for a full combo.

Damage calculation (WARNING: Math)

  • Like Broly's Gigantic Meteor, this Super also has "tiers," but a lot simpler. It doesn't have "auto-correct" shenanigans to keep the damage around a certain value, and the ball also tends to "stick around" making the first 2 tiers obsolete.
  • The descending part uses the current combo's scaling. The explosion has its unique minimum damages.
  • Unlike Broly which almost always has his combo scaled to 10%, Goku can have 15% scaled combos or inherit them from DHC, thus Spirit Bomb can deal up to 2100 scaled. But to keep it simple we'll only look at 10% scaled.
  • Also unlike Broly, Spirit Bomb's first hit will prorate the rest of the Super. So the following formulas are more accurately represented as something like
  100 + (100*14 + 4200)*0.9

1 to 16 hits

  • Raw damage is 100*0~15 + 4200. Ranging from 3880 to 5140.

17 to 31 hits

  • Raw damage is 100*15 + 50*1~15 + 4200. Ranging from 5185 to 5815.
  • There's no way to test these tiers in a combo atm.

32 to 60 hits

  • Raw damage is 100*15 + 50*15 + 25*1~29 + 3600. Ranging from 5297 to 5913.
  • Fully scaled (10%) is 10*15 + 5*15 + 2*1~29 + 1692. Ranging from 1919 to 1975.

61 hits and up

  • Raw damage is 100*15 + 50*15 + 25*29 + 10*1~∞ + 3600. Increasing from 5922.
  • Fully scaled (10%) is 10*15 + 5*15 + 2*29 + 1*1~∞ + 1692. Increasing from 1976.
  • Note that a Super Spirit Bomb falling from the top of the playing field can only do 83 hits (6120 raw and 1995 scaled).


Ambox notice.png To edit frame data, edit values in DBFZ/Goku/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Dragon Ball FighterZe
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc