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Son Goku (SSGSS)
DBFZ SSB Goku Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Rushdown, Mixup


After attaining the power of the Super Saiyan God during his fight with Beerus, Goku started to train with the God of Destruction to expand upon his powers. The end result of his training is a new level of power, the "Super Saiyan God Super Saiyan": a blue-haired super form that combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans.

In Dragon Ball FighterZ, this version of Goku has a similar fighting style to that of the original, but brings a playstyle consisting of strong mobility options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows.


Strengths Weaknesses
  • Decent neutral options; having fast and mobile approach options with 236X, dive kicks, teleport. Unique j.S that does not lose air momentum. IAD j.S leads to full combo and has much larger reach compared to IAD j.H
  • Excels at close range; he can open up opponents easily due to having access to several lows, teleports and command grabs.
  • Only assist in the game that causes a sliding knockdown. Can be used as a combo ender to give sliding knockdown.
  • Can convert nearly any hit into a sliding knockdown with 1 bar. j. 214H is an excellent corner carry that allows him to set up to his high damage combos.
  • Very high corner combo damage, solo and with assists. He can make excellent use of wallbounce with 236M to Dragon Rush without assist/meter in corner.
  • Pairs well with assists and/or sparking to give exceptional high damage combos.
  • Versatile supers, as they are very easy to combo into and deal high damage. One of the few characters who has a level 5 finisher.
  • Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps.
  • 5LLL overhead is very slow and can be punished. Requires assist or strong conditioning of opponents to use overhead as a usable mixup.
  • Assist lacks versatility, as it generally cannot be used to extend combos. It is mainly useful as pressure tool and a combo ender.
  • Really requires neutral assists to function well, as he doesn't really have the tools to reliably get in without them.


DBFZ SSBGoku 5L.png
DBFZ SSBGoku 5LL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 4 11 -3
  • Standard jab, and Goku's fastest normal.
  • Without Sparking:
    • Special and super cancellable.
    • Can chain into itself using 4LL.
    • Can be cancelled into 214L/M/H for a tick throw.
  • With Sparking:
    • Gains the ability to be jump cancelled on block.
5LL 700 Low 10 3 19 -6
  • 2nd attack in the string hits low and sweeps the opponent off their feet.
  • Can combo into 2M but has to be slightly delayed.
  • If first hit is blocked (opponent blocks high), this counts as a 2M starter with much better damage scaling.
5LLL 1000 High 26 3 18 -5
  • This autocombo has a built-in mixup. 2nd attack hits LOW, 3rd attack hits HIGH.
  • 3rd attack in the string hits overhead and ground bounces on hit. It is slow and can be deflected if first 2 hits are blocked.

DBFZ SSBGoku 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 10 3 18 -5
  • Moves forward a decent amount when using this attack.
  • Can be performed using 4M, this causes the attack to not move so far forward.

DBFZ SSBGoku 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 6 18 -5
  • Average 5H. Cancel it into a special or assist to make it safe.

DBFZ SSBGoku 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300*1~6 All 13 1-51 24 -4
  • Can chain into itself up to 6 times.

Can be useful for catching your opponent off-guard.

DBFZ SSBGoku 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 Low 7 3 13 -3
  • One of SSB Goku's lows.
  • Very short range.
  • Slower startup and longer recovery compared to 5L.

DBFZ SSBGoku 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 10 3 18 -5
  • Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLMH instead to start combo.
  • 5LL2M is good for block strings to mixup the opponent because they are expecting an overhead from 5LLL autocombo.
  • iAD j.S 2M has deceptively long range and can hit from almost full screen.

DBFZ SSBGoku 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 3 30 -17
  • Universal anti-air.
  • Poor horizontal reach.

DBFZ SSBGoku 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 6 10 0
  • Universal Overhead

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

DBFZ SSBGoku jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 High - - - -
  • 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, e.g. 5LLMH2H, 236L, Assist, IAD j.M

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

DBFZ SSBGoku jS.png
Shades of Akuma
Damage Guard Startup Active Recovery Frame Adv.
600 All 13 1 27 -7
  • Does not halt air momentum. Good for covering an approach or a retreat. IAD j.S has much larger range than IAD j.H and is harder to 2H.
  • Is special cancellable on block or hit. Can convert off j.S into a full combo if you have a beam assist. j.S 236L + Beam assist, SD for follow up.
  • Loses to super dashing, don't get reckless with it. Using this tactic occasionally and at the right timing is also key to making this option strong throughout the duration of the match.

DBFZ SSBGoku j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 11 4 23 -11
  • Average j.2H. Doesn't have much use outside of combos.


Divine Void Strike[edit]
Divine Void Strike
236L/M/H (Air OK)
DBFZ SSBGoku DivineVoidStrike.png
Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 11 6 22 -5
  • Has similar properties to a super dash while moving forward and will beat ki blasts
  • Generally used during a blockstring. 2H into 236L is a true blockstring.
M 1000 All 17 8 24 -5
  • Good for extending combos in the corner.
  • Wall bounces.
  • The M version travels forward a lot further than the L version at about 90% of the screen. However, startup is much longer.
  • In the corner, you can use the wall bounce you get on hit to link a delayed 2M or 5M and go into an aerial combo. Combos into DR after wallbounce for snapback.
H 1100 All 34 8 24 -5
  • Teleports and comes out of the other side of the screen.
  • Wall bounces.
  • Does NOT track vertically.
  • Useful for mind games. Can cross up an opponent after a combo or punish people who are waiting for Instant Transmission.

Super God Shock Flash[edit]
Super God Shock Flash
DBFZ SSBGoku SuperGodShockFlash.png
"Hey, what's that on your shirt?"
DBFZ SSBGoku SuperGodShockFlash-2.png
"SIKE, GOTEM!" *smacc*
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 [800] Throw [All] 26, 8 2, 3 18 -5
  • Short ranged command grab.
  • The followup will come out even if the initial command grab whiffs, but you lose your turn after that.
  • [] is the followup punch.
  • This can be used during a blockstring to mixup opponent. Needs to be covered by assist to be safe, e.g. Assist, 66L, 214L.
  • All versions can be converted into a combo midscreen by using Vanish or a combo extender assist like SSGoku or SSVegeta.
  • The throw can't be comboed into unlike most throws in the game, but the whiff punch still can.
M 1000 Throw 26 2 33 -
  • Teleports a short distance forward before the grabbox appears.
  • Won't overshoot the opponent, thus can be used as a ranged command grab.
  • On whiff, won't do the followup punch.
  • Wall bounces, allowing you to get a combo in the corner by linking 2M > 5M.
  • A good alternative for Dragon Rush against a cornered opponent.
H 1200 [800] Throw [All] 26, 12 2, 3 18 -5
  • Teleports a short distance forward before the grabbox appears.
  • Won't overshoot the opponent, thus can be used as a ranged command grab.
  • The followup will come out even if the initial command grab whiffs.
  • [] is the followup punch.
  • Gives a bigger wall bounce than the M version, allowing you to get a combo midscreen.

Dragon Flash Kick[edit]
Dragon Flash Kick
DBFZ SSBGoku DragonFlashKick.png
"Wait a sec... This isn't Flash Kick...!"
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 15 2+ 20 -3
  • Doesn't knock the opponent down but causes a soft reset.
  • Can be used as a combo ender to allow you to keep pressuring your opponent.
  • Even though it doesn't knockdown, you still have frame advantage when you land.
  • Small frame disadvantage allows for risky pressure after block confirm.
M 1000 All 23 2+ 23 -3
  • Gives sliding knockdown but difficult to combo into.
  • It is possible to combo into this with vanish but timing is tricky, requiring an incredibly concise delay after the vanish, as well as an appropriate amount of air to input. Easiest to combo off of L Dragon Flash Kick into vanish while being high in the air.
H 1100 All 11 2+ 20 -3
  • Causes a sliding knockdown on hit.
  • Good for getting a hard knockdown at the end of combos you normally wouldn't be able to.
  • Has great corner carry, making it a good combo ender.

Instant Transmission[edit]
Instant Transmission
236S or 214S (Air OK)
DBFZ SSBGoku InstantTransmission.png
DBFZ SSBGoku InstantTransmission-2.png
"Over here!"
Damage Guard Startup Active Recovery Frame Adv.
900 All 40 3 23 -5
  • 236S teleports behind the opponent.
  • 214S teleports in front of the opponent. Startup for 214S is 5f faster than 236S.
  • Can be converted into a combo by using Vanish.
  • Good for punishing people who spam kamehameha from long range.
  • Can be used as a left/right mixup in blockstring if covered by assist. You still need vanish to convert damage off it though. But unlike IAD j.H, this allows for a 50/50 as you can teleport to either side of opponent.
  • Excellent gap closer to continue pressure after catching opponent blocking your assist.
  • Gives slight frame advantage on block if you mash light attack after. No frame advantage if you hit blocking opponent in air.


Dragon Flash Kick
DBFZ SSBGoku AssistDragonFlashKick.png
Damage Guard Startup Active Recovery Frame Adv.
800 All 34 7 40 -
  • Niche assist that gives a sliding knockdown on hit. Its purpose is to knock down the opponent in certain types of combo, so that you can continue the pressure instead of allowing them to escape.
  • Examples for this assist: Beam + Vanish combos, Super Dash Combos, 6M overhead + Assist + Super
  • For corner combos, you can call this assist just before you land and super. Allows for continued pressure. Eg. After Gohan's Level 1.
  • Can be used to combo 2 supers together. Eg. Holy Light Grenade from Goku Black, Trunk's Burning Attack, Bardock's Bionic Arm. You can also combo into Level 1 to Level 3 for Goku B and Bardock.
  • This assist is not useful as a combo extender or to control space in the neutral game as it is not designed for that.


Extreme Speed Kamehameha[edit]
Extreme Speed Kamehameha
236L+M or 236H+S (Air OK)
DBFZ SSBGoku ExtremeSpeedKamehameha.png
"You're finished!"
DBFZ SSBGoku ExtremeSpeedKamehameha-2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 250*10 All 9+4 45 37 -20
Air 250*10 All 9+4 45 37 -20
  • Goku teleports before leaping into the air to fire off an angled Kamehameha. The Kamehameha causes a sliding knockdown on hit.
  • Minimum damage is 75*10.
  • Depending on the distance between Goku and his opponent, Goku will try to reposition himself so that the move hits.

x10 Kaioken Kamehameha[edit]
x10 Kaioken Kamehameha
214L+M or 214H+S
DBFZ SSBGoku x10KaiokenKamehameha.png
DBFZ SSBGoku x10KaiokenKamehameha2.png
"I'll finish this right now!"
DBFZ SSBGoku EvolvedAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Normal Attack 4220 All 9+3 5 26 -15
Evolved Attack
Hold any button on hit
1710 - - - 26 -15
  • Pay 2 extra Ki bars to perform an extended attack.
  • Deals 1759 minimum damage normally, 2659 minimum damage with 5 bars.
  • Acts as SSB Goku's only invincible reversal.
  • Hold down a button before the upward kick to change sides even if you don't have 2 bars. However there's no way to only switch side if you have enough bars as this will automatically do the followup.
  • Goku will switch sides if you hold a button when the initial attack alone will kill, but this is useless.
  • Similarly, you can stay same side when doing Evolved Attack by start holding buttons after the upward kick instead of holding all the way through.

Goku charges up with Kaioken before rushing forward along the ground. If he hits, he will proceed to pummel the opponent before launching them into the air for a Kamehameha. Does fairly good damage on its own and can spend an additional 2 bars of ki to secure the kill.

Dragon Ball FighterZe
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