* Only one low (2M), which hurts his mixup game a lot.
* Only one low (2M), which hurts his mixup game a lot.
* Requires assists to make any of his strings safe.
* 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.
* 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.
* Kaio-ken followup inputs must be learned carefully.
Revision as of 15:29, 4 April 2019
Goku
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Snowball
Overview
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
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.
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.
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.
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.
Specials
Heavy Elbow
Heavy Elbow 236L/M/H (Air OK)
You're wide op- wait a sec, this isn't Ginyu! Or is it?
• Goku makes a silly face if you miss, just letting you know to not do that
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
214MM Back Throwspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700, 850
Throw
22
8
25
-
T
-
U2, D1
-
12 / 12,12
-
-
Launch
-
• Goku makes a silly face if you miss, just letting you know to not do that
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
214HH Back Throwspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700, 1000
Throw
20
8
19
-
T
-
U1+
-
-100
-
-
Launch
-
• Goku makes a silly face if you miss, just letting you know to not do that
Moves forward like the M version.
Does the 2SSS animation on Smash hit and causes a ground bounce which can be followed up.
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.
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
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
First hit if nothing is input.
Mashing L will alternate between 5L and 2L.
2L
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
Switches sides if the opponent is less than a fullscreen away.
Invulnerable during startup.
Mashing M will alternate between 5M and 2M.
2M
Switches sides on block if the opponent is less than a fullscreen away.
5H
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
Stands still and shoots a Ki blast forward.
Common starter from sliding knockdowns due to the short startup.
2S
Similar to 5S, but aims diagonally.
Can only combo into enders.
Kaioken Finisher L+M
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
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
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
Super Spirit Bomb 214L+M or 214H+S (Air OK)
I'm so SORRY good sir but would you like a small PORTION of GENKI?
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
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.