Difference between revisions of "DBFZ/Goku"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
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{| class="wikitable" style="float:right; margin-left:10px; width:300px;"
 
|-
 
|-
!Goku
+
! align="center" colspan="2" | Goku
 
|-
 
|-
||
+
| align="center" colspan="2" | [[File:DBFZ_Goku_Portrait.png|300x500px|center]]
[[File:DBFZ_Goku_Portrait.png|350x500px|center]]
 
 
|-
 
|-
||
+
| '''Play-style''' || Balanced, Grappler
{{#lsth:{{PAGENAME}}/Data|SystemData}}
+
|-
;Movement Options
+
| '''Team Role''' || Middle, Anchor
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
 
;Play-style
 
:Balanced, Snowball
 
;Team Role
 
:Middle, Anchor
 
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
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</div>
 
</div>
 
==Overview==
 
==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.
+
''"Low-ranker, elite, whatever. You can beat anyone...it's called hard work!"''
 +
 
 +
 
 +
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. (Name trivia: His Saiyan name, Kakarot (Kakarotto) comes from English word "Carrot".)
  
 
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.
 
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.
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| style="width: 50%;"|
 
| style="width: 50%;"|
 
* Reliable buttons and specials with solid range and good utility all around.
 
* Reliable buttons and specials with solid range and good utility all around.
 +
* Has a command grab that is unreactable, making his staggers that much scarier.
 
* 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.
 
* 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.
 
* 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.
+
* Assist A 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
+
* Assist B, while not being an attack, is a incredibly useful support tool for teams as it builds meter very effectively, as well as making Goku a much scarier character when in Limit Break and/or Sparking! due to it charging his Spirit Bomb as well.
 +
* 1 bar invincible reversal with Kaio-ken finisher.
 +
* One of the scariest anchors in the game when he has full Spirit Bomb, any medium into 5H > 214S is almost 75% damage that you pretty much cannot drop.
 
| style="width: 50%;"|
 
| style="width: 50%;"|
* Only one low (2M), which hurts his mixup game a lot.
+
* Only one low (2M), which hurts his high/low mixups 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.
 
* 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.  
* Cannot consistently force a slide knockdown meterlessly like other Mid 2L characters, and when he can it's not long enough to connect a super
+
* Cannot consistently force a slide knockdown meterlessly like other mid 2L characters, and when he can it's not long enough to connect a super.
 
|}
 
|}
 
{{#lst:{{PAGENAME}}/Data|Links}}
 
{{#lst:{{PAGENAME}}/Data|Links}}
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=5L}}
 
{{AttackVersion|name=5L}}
{{#lsth:{{PAGENAME}}/Data|5L}}
+
{{#lst:{{PAGENAME}}/Data|5L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Standard jab.
 
* Standard jab.
 
}}
 
}}
 
{{AttackVersion|name=5LL}}
 
{{AttackVersion|name=5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
+
{{#lst:{{PAGENAME}}/Data|5LL}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Knocks opponent lightly off their feet.
 
* Knocks opponent lightly off their feet.
 
* Good hit and block stun.
 
* Good hit and block stun.
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}}
 
}}
 
{{AttackVersion|name=5LLL}}
 
{{AttackVersion|name=5LLL}}
{{#lsth:{{PAGENAME}}/Data|5LLL}}
+
{{#lst:{{PAGENAME}}/Data|5LLL}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Causes wallbounce.
 
* Causes wallbounce.
 
* Hits both in front and behind Goku.
 
* Hits both in front and behind Goku.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5M}}
+
{{#lst:{{PAGENAME}}/Data|5M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Short reach, but very quick.
 
* Short reach, but very quick.
 
* Can connect with 5LL into jump cancel.
 
* Can connect with 5LL into jump cancel.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5H}}
+
{{#lst:{{PAGENAME}}/Data|5H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Short reaching 5H with a slightly quicker startup than most.
 
* Short reaching 5H with a slightly quicker startup than most.
 
}}
 
}}
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5S}}
+
{{#lst:{{PAGENAME}}/Data|5S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Can be repeated up to 6 times.
 
* Can be repeated up to 6 times.
 
}}
 
}}
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2L}}
+
{{#lst:{{PAGENAME}}/Data|2L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Not a low.
 
* Not a low.
 
}}
 
}}
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2M}}
+
{{#lst:{{PAGENAME}}/Data|2M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* IAD j.S 2M has deceptively long range and can hit from almost fullscreen.
 
* 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.
 
* Not as strong as a mixup tool as SSGSS Goku's. However, it can still create a decent stagger mix-up.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2H}}
+
{{#lst:{{PAGENAME}}/Data|2H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Universal anti-air.
 
* Universal anti-air.
 
* Poor horizontal reach.
 
* Poor horizontal reach.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2S}}
+
{{#lst:{{PAGENAME}}/Data|2S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Can be aimed with 1/2/3S.
 
* Can be aimed with 1/2/3S.
 
* Does not track.
 
* Does not track.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2SSS}}
+
{{#lst:{{PAGENAME}}/Data|2SSS}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Overhead after 2SS.
 
* Overhead after 2SS.
 
* Causes sliding knockdown with a bounce long enough to connect 236L.
 
* Causes sliding knockdown with a bounce long enough to connect 236L.
 +
* Can be iad cancelled during sparking for combo extensions.
 
}}
 
}}
 
}}
 
}}
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|6M}}
+
{{#lst:{{PAGENAME}}/Data|6M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Universal overhead.
 
* Universal overhead.
 
}}
 
}}
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.L}}
+
{{#lst:{{PAGENAME}}/Data|j.L}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Short ranged normal. Mostly used during aerial blockstrings.
 
* Short ranged normal. Mostly used during aerial blockstrings.
 
}}
 
}}
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.M}}
+
{{#lst:{{PAGENAME}}/Data|j.M}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Good air to air normal. Can cross the opponent up, if delayed enough.
 
* 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.
 
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.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.H}}
+
{{#lst:{{PAGENAME}}/Data|j.H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Great jump-in normal and combo starter.
 
* Great jump-in normal and combo starter.
 
}}
 
}}
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.S}}
+
{{#lst:{{PAGENAME}}/Data|j.S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Goku fires a downward ki blast.
 
* Goku fires a downward ki blast.
 
* Halts Goku's momentum when used.
 
* Halts Goku's momentum when used.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.2H}}
+
{{#lst:{{PAGENAME}}/Data|j.2H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Goku does an upward kick. Not an overhead in the air.
 
* 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.
 
* 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.
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground L}}
 
{{AttackVersion|name=Ground L}}
{{#lsth:{{PAGENAME}}/Data|236L}}
+
{{#lst:{{PAGENAME}}/Data|236L}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air L}}
 
{{AttackVersion|name=Air L}}
{{#lsth:{{PAGENAME}}/Data|j.236L}}
+
{{#lst:{{PAGENAME}}/Data|j.236L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Can be used to end blockstrings safety.
 
* Can be used to end blockstrings safety.
 
}}
 
}}
 
{{AttackVersion|name=Ground M}}
 
{{AttackVersion|name=Ground M}}
{{#lsth:{{PAGENAME}}/Data|236M}}
+
{{#lst:{{PAGENAME}}/Data|236M}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air M}}
 
{{AttackVersion|name=Air M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
+
{{#lst:{{PAGENAME}}/Data|j.236M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Causes wallbounce.
 
* Causes wallbounce.
 
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.
 
* Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.
 
}}
 
}}
 
{{AttackVersion|name=Ground H}}
 
{{AttackVersion|name=Ground H}}
{{#lsth:{{PAGENAME}}/Data|236H}}
+
{{#lst:{{PAGENAME}}/Data|236H}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air H}}
 
{{AttackVersion|name=Air H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
+
{{#lst:{{PAGENAME}}/Data|j.236H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Causes wallbounce.
 
* Causes wallbounce.
 
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).
 
* Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=L}}
 
{{AttackVersion|name=L}}
{{#lsth:{{PAGENAME}}/Data|214L}}
+
{{#lst:{{PAGENAME}}/Data|214L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Grabs and throw behind him.
 
* Grabs and throw behind him.
 
* Can be followed up with vanish.
 
* Can be followed up with vanish.
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}}
 
}}
 
{{AttackVersion|name=M}}
 
{{AttackVersion|name=M}}
{{#lsth:{{PAGENAME}}/Data|214M}}
+
{{#lst:{{PAGENAME}}/Data|214M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Moves forward before grabbing.
 
* Moves forward before grabbing.
 
* Does the 2SSS (divekick) animation on hit.
 
* Does the 2SSS (divekick) animation on hit.
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}}
 
}}
 
{{AttackVersion|name=H}}
 
{{AttackVersion|name=H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
+
{{#lst:{{PAGENAME}}/Data|214H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Moves forward like the M version, but a bit further ahead.
 
* Moves forward like the M version, but a bit further ahead.
 
* New followup. Goku throws you backwards, then teleports away and flies in with a shoulder similar to the 236x series. This can be easily comboed afterwards.
 
* New followup. Goku throws you backwards, then teleports away and flies in with a shoulder similar to the 236x series. This can be easily comboed afterwards.
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:{{PAGENAME}}/Data|236S}}
+
{{#lst:{{PAGENAME}}/Data|236S}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:{{PAGENAME}}/Data|j.236S}}
+
{{#lst:{{PAGENAME}}/Data|j.236S}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Can be aimed up or down like SS Goku.
 
* Can be aimed up or down like SS Goku.
 
* If angled downwards in the air, it will cause a sliding knockdown. It is not as strong as one from using a Smash, but is still very helpful for Goku's vanish combos.
 
* If angled downwards in the air, it will cause a sliding knockdown. It is not as strong as one from using a Smash, but is still very helpful for Goku's vanish combos.
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{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|214S}}
+
{{#lst:{{PAGENAME}}/Data|214S}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Can be held for up to three levels.
 
* Can be held for up to three levels.
 
* Can call assists during charge.
 
* Can call assists during charge.
 
* Will build a small amount of meter for each level charged up.
 
* Will build a small amount of meter for each level charged up.
 +
* If used after an opponent is KO'd, ''you still get the Spirit Bomb charge''
 +
Proof here at 2:15-
 +
https://youtu.be/B8z3LV0EObw
 
}}
 
}}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Level 1}}
 
{{AttackVersion|name=Level 1}}
{{#lsth:{{PAGENAME}}/Data|214S > 214S Level 1}}
+
{{#lst:{{PAGENAME}}/Data|214S 214S Level 1}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Level 2}}
 
{{AttackVersion|name=Level 2}}
{{#lsth:{{PAGENAME}}/Data|214S > 214S Level 2}}
+
{{#lst:{{PAGENAME}}/Data|214S 214S Level 2}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Level 3}}
 
{{AttackVersion|name=Level 3}}
{{#lsth:{{PAGENAME}}/Data|214S > 214S Level 3}}
+
{{#lst:{{PAGENAME}}/Data|214S 214S Level 3}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* All version has minimum damage of 20%.
 
* All version has minimum damage of 20%.
 
* Homes in on the opponent and cannot be superdashed through.
 
* Homes in on the opponent and cannot be superdashed through.
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}}
 
}}
  
==Assists==
+
==Z Assists==
 +
======<font style="visibility:hidden;font-size:0">Assist A</font>======
 
{{MoveData
 
{{MoveData
|name=5LLL
+
|name=Energy Shockwave
|input=A1/A2
+
|input=Assist A
 
|image=DBFZ_Goku_5LLL.png |caption=''"I'll save ya again, best buddy!"''
 
|image=DBFZ_Goku_5LLL.png |caption=''"I'll save ya again, best buddy!"''
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
 
{{!}}-
 
{{!}}-
{{#lsth:{{PAGENAME}}/Data|A1/A2}}
+
{{#lst:{{PAGENAME}}/Data|Assist A}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
 
* Causes wallbounce and hits both in front and behind Goku.
 
* Causes wallbounce and hits both in front and behind Goku.
 
* Huge blockstun.
 
* 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.
 
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.
 +
}}
 +
}}
 +
 +
======<font style="visibility:hidden;font-size:0">Assist B</font>======
 +
{{MoveData
 +
|name=Everyone, lend me your energy!
 +
|input=Assist B
 +
|image=DBFZ_Goku_Everyone.png |caption=Dark Harmonizer
 +
|data=
 +
{{AttackDataHeader-DBFZ}}
 +
{{!}}-
 +
{{#lst:{{PAGENAME}}/Data|Assist B}}
 +
{{!}}-
 +
{{Description|8|text=
 +
* Charges 1 Spirit Bomb level and 3/4 of a bar
 +
* Full Spirit Bomb levels makes it charge ''one full bar.''
 +
Goku appears on screen and charges a level of Spirit Bomb. While he's charging, he will also increase your meter by about .75 bars. He can do this assist as many times as he would like, there's no limit based on his current Spirit Bomb level. This assist also increases Goku's actual Spirit Bomb even if he already has one charged up, making getting the full level 3 charge way easier.
 +
 +
While not an attack and thus hinders your team a little by making blockstrings/setups a bit trickier if your other character dies, the support value that this assist adds makes it very tempting. Being able to not only build large chunks of meter every 8 seconds or so while also building up Goku's Spirit Bomb level, making him a much scarier last character safely makes this assist very useful for certain playstyles or team compositions that can utilize both very effectively. It's very good at what it does, but it can also leave a bit of a hole in your team, so choose it carefully.
 +
}}
 +
}}
 +
 +
======<font style="visibility:hidden;font-size:0">Assist C</font>======
 +
{{MoveData
 +
|name=Kamehameha
 +
|input=Assist C
 +
|image=DBFZ_Goku_Kamehameha.png |caption=
 +
|data=
 +
{{AttackDataHeader-DBFZ}}
 +
{{!}}-
 +
{{#lst:{{PAGENAME}}/Data|Assist C}}
 +
{{!}}-
 +
{{Description|8|text=
 +
Goku does a Kamehameha, and then teleports behind the opponent to smack them back to the ground. Most likely harder to confirm than other assists of this style due to how his beam is only one hit.
 +
* Is one of the 5 beam-type C assists that start up on the same frame as the other beams.
 
}}
 
}}
 
}}
 
}}
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{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Kaioken}}
 
{{AttackVersion|name=Kaioken}}
{{#lsth:{{PAGENAME}}/Data|236LM}}
+
{{#lst:{{PAGENAME}}/Data|236LM}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.
 
* 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.
 
* On block or hit, any Kaioken followup can cancel into any other, except itself.
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}}
 
}}
 
{{AttackVersion|name=5L}}
 
{{AttackVersion|name=5L}}
{{#lsth:{{PAGENAME}}/Data|236LM > 5L}}
+
{{#lst:{{PAGENAME}}/Data|236LM 5L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Startup: Followups are done 3f before time freeze ends. So Kaioken activation > 5L has startup of: 9 - 3 + 13 = 19f.
 
* Startup: Followups are done 3f before time freeze ends. So Kaioken activation > 5L has startup of: 9 - 3 + 13 = 19f.
 
* Activating Kaioken and not pressing any button will automatically does 5L, but it's 1f slower than manually pressing 5L (20f).
 
* Activating Kaioken and not pressing any button will automatically does 5L, but it's 1f slower than manually pressing 5L (20f).
Line 479: Line 518:
 
}}
 
}}
 
{{AttackVersion|name=2L}}
 
{{AttackVersion|name=2L}}
{{#lsth:{{PAGENAME}}/Data|236LM > 2L}}
+
{{#lst:{{PAGENAME}}/Data|236LM 2L}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Won't overshoot the opponent.
 
* Won't overshoot the opponent.
 
* Vulnerable to Anti-Airs.
 
* Vulnerable to Anti-Airs.
Line 487: Line 526:
 
}}
 
}}
 
{{AttackVersion|name=5M}}
 
{{AttackVersion|name=5M}}
{{#lsth:{{PAGENAME}}/Data|236LM > 5M}}
+
{{#lst:{{PAGENAME}}/Data|236LM 5M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Switches sides if the opponent is less than a fullscreen away.
 
* Switches sides if the opponent is less than a fullscreen away.
 
* Has invincibility during the roll.
 
* Has invincibility during the roll.
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}}
 
}}
 
{{AttackVersion|name=2M}}
 
{{AttackVersion|name=2M}}
{{#lsth:{{PAGENAME}}/Data|236LM > 2M}}
+
{{#lst:{{PAGENAME}}/Data|236LM 2M}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* On block, switches sides if the opponent is less than a fullscreen away.
 
* On block, switches sides if the opponent is less than a fullscreen away.
 
}}
 
}}
 
{{AttackVersion|name=5H}}
 
{{AttackVersion|name=5H}}
{{#lsth:{{PAGENAME}}/Data|236LM > 5H}}
+
{{#lst:{{PAGENAME}}/Data|236LM 5H}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* On hit, switches sides and wall bounces.
 
* On hit, switches sides and wall bounces.
 
* Very long startup but deals the most damage, albeit not by much.
 
* Very long startup but deals the most damage, albeit not by much.
Line 510: Line 549:
 
}}
 
}}
 
{{AttackVersion|name=5S}}
 
{{AttackVersion|name=5S}}
{{#lsth:{{PAGENAME}}/Data|236LM > 5S}}
+
{{#lst:{{PAGENAME}}/Data|236LM 5S}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Stands still and shoots a Ki blast forward.
 
* Stands still and shoots a Ki blast forward.
 
* Common starter from sliding knockdowns due to the short startup.
 
* Common starter from sliding knockdowns due to the short startup.
 
}}
 
}}
 
{{AttackVersion|name=2S}}
 
{{AttackVersion|name=2S}}
{{#lsth:{{PAGENAME}}/Data|236LM > 2S}}
+
{{#lst:{{PAGENAME}}/Data|236LM 2S}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Similar to 5S, but aims diagonally.
 
* Similar to 5S, but aims diagonally.
 
* Can only combo into enders.
 
* Can only combo into enders.
 
}}
 
}}
 
{{AttackVersion|name=Kaioken Finisher|subtitle=L+M}}
 
{{AttackVersion|name=Kaioken Finisher|subtitle=L+M}}
{{#lsth:{{PAGENAME}}/Data|236LM > LM}}
+
{{#lst:{{PAGENAME}}/Data|236LM LM}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Teleports to the opponent and is fully invincible on startup.
 
* Teleports to the opponent and is fully invincible on startup.
 
* The second part only come out on hit.
 
* 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.
+
* Both hit can be canceled into Kaioken Kamehameha by pressing L+M or H+S, but only if team members are down.
 
}}
 
}}
 
{{AttackVersion|name=x3 Kaioken Kamehameha|subtitle=H+S when one team<br>member is down}}
 
{{AttackVersion|name=x3 Kaioken Kamehameha|subtitle=H+S when one team<br>member is down}}
{{#lsth:{{PAGENAME}}/Data|236LM > HS Level 1}}
+
{{#lst:{{PAGENAME}}/Data|236LM HS Level 1}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Costs 1 bar.
 
* Costs 1 bar.
 
* Minimum damage: 55*15 [55*14].
 
* Minimum damage: 55*15 [55*14].
* Values in [] is when cancelling from Kaioken Finisher.
+
* Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Values in [] are on cinematic.
 
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.
 
* Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.
 
}}
 
}}
 
{{AttackVersion|name=x20 Kaioken Kamehameha|subtitle=H+S when two team<br>members are down}}
 
{{AttackVersion|name=x20 Kaioken Kamehameha|subtitle=H+S when two team<br>members are down}}
{{#lsth:{{PAGENAME}}/Data|236LM > HS Level 2}}
+
{{#lst:{{PAGENAME}}/Data|236LM HS Level 2}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Costs 1 bar.
 
* Costs 1 bar.
 
* Minimum damage: 50*20.
 
* Minimum damage: 50*20.
 
* Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward.
 
* Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward.
 +
* Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner.
 
* Causes a hard knockdown regardless of height.
 
* Causes a hard knockdown regardless of height.
 
}}
 
}}
Line 560: Line 600:
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Ground}}
 
{{AttackVersion|name=Ground}}
{{#lsth:{{PAGENAME}}/Data|214LM}}
+
{{#lst:{{PAGENAME}}/Data|214LM}}
 
{{!}}-
 
{{!}}-
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
{{#lsth:{{PAGENAME}}/Data|j.214LM}}
+
{{#lst:{{PAGENAME}}/Data|j.214LM}}
 
{{!}}-
 
{{!}}-
{{Description|8|text=
+
{{Description|9|text=
 
* Does more damage based on height.
 
* Does more damage based on height.
 
* Minimum damage in a combo is ~2050.
 
* Minimum damage in a combo is ~2050.
 
* Slow, and starts very high in the air.
 
* 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.
 
* 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.
+
* 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 and Majin Buu 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.
+
* 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.
 
* 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.
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
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==Navigation==
 
==Navigation==
{{#lsth:{{PAGENAME}}/Data|Links}}
+
{{#lst:{{PAGENAME}}/Data|Links}}
 
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
 
{{Navbar-DBFZ}}
 
{{Navbar-DBFZ}}
 
[[Category:Dragon Ball FighterZ]]
 
[[Category:Dragon Ball FighterZ]]
 
[[Category:Goku]]
 
[[Category:Goku]]

Revision as of 08:04, 4 April 2020

Goku
DBFZ Goku Portrait.png
Play-style Balanced, Grappler
Team Role Middle, Anchor

Overview

"Low-ranker, elite, whatever. You can beat anyone...it's called hard work!"


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. (Name trivia: His Saiyan name, Kakarot (Kakarotto) comes from English word "Carrot".)

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.
  • Has a command grab that is unreactable, making his staggers that much scarier.
  • 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 A is useful for combo extensions as it causes wallbounce on hit, and also sends the opponent incredibly far, which can lead to good pressure.
  • Assist B, while not being an attack, is a incredibly useful support tool for teams as it builds meter very effectively, as well as making Goku a much scarier character when in Limit Break and/or Sparking! due to it charging his Spirit Bomb as well.
  • 1 bar invincible reversal with Kaio-ken finisher.
  • One of the scariest anchors in the game when he has full Spirit Bomb, any medium into 5H > 214S is almost 75% damage that you pretty much cannot drop.
  • Only one low (2M), which hurts his high/low mixups a lot.
  • 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.
  • Cannot consistently force a slide knockdown meterlessly like other mid 2L characters, and when he can it's not long enough to connect a super.



Normal Moves

5L
5L
DBFZ Goku 5L.png
"Woah woah..."
DBFZ Goku 5LL.png
"Stop..."
DBFZ Goku 5LLL.png
"Goku Time!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 13 -4 -
  • Standard jab.
5LL 700 All - 10 3 18 -5 -
  • Knocks opponent lightly off their feet.
  • Good hit and block stun.
  • Can convert into 2M or 1S.
5LLL 1000 All U3+ 15 3 26 -4 -
  • Causes wallbounce.
  • Hits both in front and behind Goku.

RIP, palm loops. You will be missed.


5M
5M
DBFZ Goku 5M.png
"Kidney Punch!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 9 3 18 -5 -
  • Short reach, but very quick.
  • Can connect with 5LL into jump cancel.


5H
5H
DBFZ Goku 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1 14 4 20 -8 -
  • Short reaching 5H with a slightly quicker startup than most.


5S
5S
DBFZ Goku 5S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
300*6 All - 13 - 25 -4 -
  • Can be repeated up to 6 times.


2L
2L
DBFZ Goku 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 All - 6 2 14 -4 -
  • Not a low.


2M
2M
DBFZ Goku 2M.png
the lifeline
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 Low - 10 6 21 -11 -
  • 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
2H
DBFZ Goku 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 14 3 30 -17 4-15 Head
  • Universal anti-air.
  • Poor horizontal reach.


2S
2S
DBFZ Goku 2S.png
"Go, my children."
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600 All - 17 - 29 -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
2SSS
DBFZ Goku 2SSS.png
Dive into those DMs
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1000 All D1 21 Until Landing 18 -5 -
  • Overhead after 2SS.
  • Causes sliding knockdown with a bounce long enough to connect 236L.
  • Can be iad cancelled during sparking for combo extensions.


6M
6M
DBFZ Goku 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 24 6 4+6L 0 -
  • Universal overhead.


j.L
j.L
DBFZ Goku jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 High - 6 3 - - -
  • Short ranged normal. Mostly used during aerial blockstrings.


j.M
j.M
DBFZ Goku jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 High - 10 3 - - -
  • 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
j.H
DBFZ Goku jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 / 1000 High D1+ 13 4 - - -
  • Great jump-in normal and combo starter.


j.S
j.S
DBFZ Goku jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600 All - 13 - - - -
  • Goku fires a downward ki blast.
  • Halts Goku's momentum when used.


j.2H
j.2H
DBFZ Goku j2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High U1+ 11 4 - - -
  • 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.


Special Moves

Heavy Elbow
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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 900 All - 10 6 19 -5 (forced) -
Air L 900 All - 10 6 19 -5 (forced) -
  • Can be used to end blockstrings safety.
Ground M 1100 All U1+ 26 8 20 -5 (forced) 4-11 All
Air M 1100 All U1+ 26 8 20 -5 (forced) 4-11 All
  • Causes wallbounce.
  • Goku swings back a bit before he lunges forward with an elbow, making this good for catching people pushing buttons.
Ground H 1300 All U1+ 18 10 20 -5 (forced) 4-11 All
Air H 1300 All U1+ 18 10 20 -5 (forced) 4-11 All
  • Causes wallbounce.
  • Can use 5LL or 2M to initiate a corner combo with this move (only in the corner).


Back Throw
Back Throw
214L/M/H
DBFZ Goku BackThrow.png
Silly Goku, thinking he can dunk like 16!
DBFZ Goku BackThrow2.png
"Weeeee!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 700 Throw U2 20 1 25 - -
  • 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, 850 Throw D1, U2 24-31 1 25 - -
  • Moves forward before grabbing.
  • Does the 2SSS (divekick) animation on hit.
  • Causes sliding knockdown, but can be comboed after with the right assist.

Now gives Goku some great oki - enough to charge at least 1 level of 214S. 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 it is still a solid option. 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. It's a lot better in pressure due to the buffs, as Goku can now properly get oki afterwards, and convert with the proper assists or timing.

H 700, 900 Throw U1+ 24-31 1 19 - -
  • Moves forward like the M version, but a bit further ahead.
  • New followup. Goku throws you backwards, then teleports away and flies in with a shoulder similar to the 236x series. This can be easily comboed afterwards.
  • If you follow up with a Superdash, Goku can use up his Smash and get sliding knockdown. However, if you follow up with anything else, you do not get the sliding knockdown.

A much more interesting move for Goku. While the fact that you can only get sliding knockdown via superdash into Smash kind of hurts it's ease of use, you can still easily combo into 2SSS or downwards angled Kamehameha. The damage isn't amazing, but it is still decent enough, and with assists it can be much easier to combo into sliding knockdown.


Kamehameha
Kamehameha
236S (Air OK)
DBFZ Goku Kamehameha.png
Hawaiian King attack
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1000 All - 18 17 18 -9 (forced) -
Air 1000 All - 18 17 27 - -
  • Can be aimed up or down like SS Goku.
  • If angled downwards in the air, it will cause a sliding knockdown. It is not as strong as one from using a Smash, but is still very helpful for Goku's vanish combos.
  • Only hits once, but will still clash with other beams.
  • Wallbounces.


Everyone, lend me your energy!
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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - Total: 41~94 - -
  • 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.
  • If used after an opponent is KO'd, you still get the Spirit Bomb charge

Proof here at 2:15- https://youtu.be/B8z3LV0EObw


Spirit Bomb
Spirit Bomb
214S after gathering energy
DBFZ Goku SpiritBomb.png
"Better use that thing that always works!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Level 1 1000 / 0,50*18,1200 All U2+ 21 - 33-50 -1 -
Level 2 1000 / 0,60*24,1200 All U2+ 21 - 33-50 -1 -
Level 3 1000 / 0,70*30,1200 All U2+ 21 - 33-50 -1 -
  • 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.


Z Assists

Assist A
Energy Shockwave
Assist A
DBFZ Goku 5LLL.png
"I'll save ya again, best buddy!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 All - 29 3 48 37 -
  • 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.


Assist B
Everyone, lend me your energy!
Assist B
DBFZ Goku Everyone.png
Dark Harmonizer
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 5+? - - - -
  • Charges 1 Spirit Bomb level and 3/4 of a bar
  • Full Spirit Bomb levels makes it charge one full bar.

Goku appears on screen and charges a level of Spirit Bomb. While he's charging, he will also increase your meter by about .75 bars. He can do this assist as many times as he would like, there's no limit based on his current Spirit Bomb level. This assist also increases Goku's actual Spirit Bomb even if he already has one charged up, making getting the full level 3 charge way easier.

While not an attack and thus hinders your team a little by making blockstrings/setups a bit trickier if your other character dies, the support value that this assist adds makes it very tempting. Being able to not only build large chunks of meter every 8 seconds or so while also building up Goku's Spirit Bomb level, making him a much scarier last character safely makes this assist very useful for certain playstyles or team compositions that can utilize both very effectively. It's very good at what it does, but it can also leave a bit of a hole in your team, so choose it carefully.


Assist C
Kamehameha
Assist C
DBFZ Goku Kamehameha.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 34 - - 32 -

Goku does a Kamehameha, and then teleports behind the opponent to smack them back to the ground. Most likely harder to confirm than other assists of this style due to how his beam is only one hit.

  • Is one of the 5 beam-type C assists that start up on the same frame as the other beams.


Super Moves

Kaioken
Kaioken
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
"KAIOKEN... TIMES FOUR!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Kaioken - - - 9+0 - - - 5-9 All
  • 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 connect after a solo combo, i.e. 5L, 5S, Enders.
  • Enders can be used at any time but cannot be followed up, even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).
  • On hit, using the same followup more than once will cause it to be "staled," receiving reduced damage (550)
  • Minimum damage: 18% for all followups including staled, excluding Kame enders.

This means to maximize damage, you want to cycle through all unique followups.

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 600 All UDV 13 - - -29 (forced) -
  • Startup: Followups are done 3f before time freeze ends. So Kaioken activation > 5L has startup of: 9 - 3 + 13 = 19f.
  • Activating Kaioken and not pressing any button will automatically does 5L, but it's 1f slower than manually pressing 5L (20f).
  • Mashing L will alternate between 5L and 2L.
2L 600 High UDV 25 - - -34 (forced) -
  • 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 600 All UDV 28 - - -34 (forced) 5-23 All
  • Switches sides if the opponent is less than a fullscreen away.
  • Has invincibility during the roll.
  • Mashing M will alternate between 5M and 2M.
2M 600 Low UDV 15 10 - -34 (forced) [-33] -
  • On block, switches sides if the opponent is less than a fullscreen away.
5H 700 Throw UDV 33 - - - -
  • On hit, switches sides and wall bounces.
  • Very long startup but deals the most damage, albeit not by much.
  • Only hit once per string, like other command grabs.

Can be solo combo'd into in the corner. Some characters can also DHC immediately into Kaioken 5H.

5S 650 All UDV 9 - - -31 -
  • Stands still and shoots a Ki blast forward.
  • Common starter from sliding knockdowns due to the short startup.
2S 650 All UDV 9 - - -34 -
  • Similar to 5S, but aims diagonally.
  • Can only combo into enders.
Kaioken Finisher
L+M
600, 1800 All UDV 19 - - -36 1-22 All
  • Teleports to the opponent and is fully invincible on startup.
  • The second part only come out on hit.
  • Both hit can be canceled into Kaioken Kamehameha by pressing L+M or H+S, but only if team members are down.
x3 Kaioken Kamehameha
H+S when one team
member is down
250*15 [250*14] All UDV 1+3 - Total 9+124 -40 1-11 All
  • Costs 1 bar.
  • Minimum damage: 55*15 [55*14].
  • Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Values in [] are on cinematic.
  • Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.
x20 Kaioken Kamehameha
H+S when two team
members are down
250*20 All UDV 1+1 - - -42 1-9 All
  • Costs 1 bar.
  • Minimum damage: 50*20.
  • Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward.
  • Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner.
  • Causes a hard knockdown regardless of height.


Super Spirit Bomb
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 GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. InvulThe number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 60*N, 5200 All UDV 7+1 - - -11 1-61 All
Air 60*N, 5200 All UDV 7+1 - - -11 1-61 All
  • Does more damage based on height.
  • Minimum damage in a combo is ~2050.
  • 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 and Majin Buu 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).


Navigation


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