DBFZ/SSB Goku

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Son Goku (SSGSS)
DBFZ SSB Goku Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:


Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Mixup
Team Role
Point

Overview[edit]

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 exclusively.

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[edit]

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. j. 214M gives Goku great oki and can be comboed out of almost any stray hit, and j.214H is also a good option if he wants to spend the bar.
  • 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.



Normal Moves[edit]

5L[edit]
5L
DBFZ SSBGoku 5L.png
DBFZ SSBGoku 5LL.png
DBFZ SSBGoku 5LLL.png
The online special
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 4 11 -3

Standard jab, and Goku's fastest normal.

5LL 700 Low - 10 3 19 -6
  • Launches on hit.

Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches.

The large amount of untechable time combined with a low hitbox also allow SSB Goku to go for more unique combo routes.

5LLL 1000 High U3+ 26 3 18 -5
  • 5LL > 5LLL has a massive gap in between.

Very slow and highly telegraphed, requires either an assist or conditioning to be used effectively.


5M[edit]
5M
DBFZ SSBGoku 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 10 3 21 [15] -8 [-2]
  • Holding GG4.png reduces forward momentum and recovery.

While 5M is rather basic, 4M is a crazy button for stagger pressure, as it's THE safest normal he has.


5H[edit]
5H
DBFZ SSBGoku 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 14 6 18 -8
  • Wall splats on Smash hit. Combos into SD.
  • Non-Smash only combos into SD in the corner.

Used for block string and combo filler.


5S[edit]
5S
DBFZ SSBGoku 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
350*6 All - 13 X{(10)X}*5 24 -4
  • Mash or hold S to shoot all 6 Ki blasts.
  • Last Ki blast launches on hit.

This is his only grounded projectile, making it vital for his neutral game.


2L[edit]
2L
DBFZ SSBGoku 2L.png
Had to go SSGSS to learn how to poke toes
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 3 13 -4

Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists.


2M[edit]
2M
DBFZ SSBGoku 2M.png
Super Saiyan God Super Saiyan normal
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 10 6 15 -5
  • Launches on hit.

His third low. IAD j.S ▷ 2M has deceptively long range.

Needless to say it's identical to the blessed SS Goku's 2M, with all of its stagger glory.


2H[edit]
2H
DBFZ SSBGoku 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 14 3 23+7L -17
  • Puts Goku airborne.
  • Smash hit has more hitstun and combos into SD.

Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully.

Smash hit can also combo into j.236S for a quick sides swap into SKD.


6M[edit]
6M
DBFZ SSBGoku 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 4+6L 0
  • Counts as airborne.
  • Uses the same hitboxes and hurtboxes as Goku's j.H.

While 5LLL can be converted more easily and uses assists to cover the startup rather than to convert into a combo. 6M still has its use as it doesn't Smash, is neutral on block, and can be used more freely much later into blockstrings.


j.L[edit]
j.L
DBFZ SSBGoku jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 4 11 -
  • Standard air jab.


j.M[edit]
j.M
DBFZ SSBGoku jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 10 3 14 -

This is his best cross-up jump-in after an IAD, though j.H is better for most other situations.


j.H[edit]
j.H
DBFZ SSBGoku jH.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5LLLLLLL 850 / 1000 High D2+ 13 6 21 -
  • Wall bounces on Smash hit.
j.H 850 / 1000 High D1+ 13 6 21 -
  • Smash hit causes sliding knockdown.

Go-to jump in. As a combo tool however, it gets overshadowed by j.214X.


j.S[edit]
j.S
DBFZ SSBGoku jS.png
Shades of Akuma
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 13 - Total 40+7L -
  • Doesn't halt air momentum like most j.S.
  • Doesn't launches airborne opponent like most j.S, instead it pushes them down.

You won't be sniping anyone with this. Instead, it's used for covering an approach or a retreat.

Forward IAD j.S beats anti-airs and puts Goku +10 at minimum. Though of course as with all Ki blasts, the opponent can reflect out of its blockstun and negate your blockstring.


j.2H[edit]
j.2H
DBFZ SSBGoku j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 11 4 23 -
  • Smash hit has more hitstun and combos into SD.

Basic air launcher. Similar to 2H, Smash j.2H can also combo into j.236S.


Special Moves[edit]

Divine Void Strike[edit]
Divine Void Strike
236L/M/H (Air OK)
DBFZ SSBGoku DivineVoidStrike.png
Original move
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Removes other landing recovery.
Ground L 900 All - 9 6 23 -5 (forced)
Air L 900 All - 9 6 23 -
  • Deflects Ki blasts from frame 4.
  • Goes almost half screen.

A safe blockstring ender and a great combo filler, used in Goku's advanced combos.

Ground M 1200 All U1+ 17 10 23 -5 (forced)
Air M 1000 All U1+ 17 10 23 -
  • Deflects Ki blasts from frame 4.
  • Goes 75% of the screen.
  • Smash hit corner splats.
  • 5MMM version corner bounces on Smash hit.

Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of 2H > j.236M, it beats even counter 2H.

Used in corner BnBs. Smash j.236M also link into j.DR in the corner for an easy snapback.

Ground H 1400 All U1+ 28~32 10 23 -5 (forced)
Air H 1400 All U1+ 28~32 10 23 -5 (forced)
  • Deflects Ki blasts from frame 1.
  • Teleports forward to the other wall, then charges backward.
  • Goes fullscreen. Air version has slight vertical tracking.
  • Wall bounces on Smash hit.

Mostly a neutral check, since without spending at least another bar, Goku can only solo convert from this if he's cornered, and the invul from teleporting comes in too late for it to be used as a reversal.


Super God Shock Flash[edit]
Super God Shock Flash
214L/M/H
DBFZ SSBGoku SuperGodShockFlash.png
"Hey, what's that on your shirt?"
DBFZ SSBGoku SuperGodShockFlash-2.png
TICK THROW
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Smash on the throw.
  • Values in [] is if the throw whiffs.
  • Can only grab grounded or "grounded-by-proximity" opponents.
  • Non-Smash grab has identical effect to 214L.
  • If the grab has hit in the combo, not only can't Goku grab a second time, the followup punch also can't hit anymore.
L 1200 [800] / 1200 Throw [All] U1 17 1[(7)3] [18] [-5]
  • Stays in place. If the grab whiffs, does a short ranged punch as followup.
  • Both grab and punch knock the opponent almost a fullscreen away.

Unreactable command grab that needs meters or assists to convert into a combo.

M 1200 Throw U1 30 1 25 -
  • Teleports a short distance forward before the grab.
  • Smash hit wall bounces.

The initial warp gives this more range but the lack of a follow-up makes it incredibly unsafe. If it does hit, can easily be converted meterlessly in the corner into a sliding knockdown.

H 1200 [800] / 1300 Throw [All] U1 28 1[(7)3] [18] [-5]
  • Has the range of 214M and the safe punch of 214L.
  • Smash hit wall bounces.

Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than 214M.


Dragon Flash Kick[edit]
Dragon Flash Kick
j.214L/M/H
DBFZ SSBGoku DragonFlashKick.png
"Wait a sec... This isn't Flash Kick...!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 900 All - 13 Until L 20 -
  • Reels back a tiny bit before diving 45 degree downward.
  • Advantage ranges from -1 to -6. 2H > j.214L is a true blockstring that leaves Goku at -3 on the ground.

Does slightly more damage than j.H and can combo from j.S, making this move slightly more preferable to j.H in assisted and Vanish combos.

M 1000 All D1 18 Until L 23 -
  • Smash hit causes sliding knockdown.
  • Advantage ranges from -1 to -6. 2H > j.214M has a gap that beats counter 2H, leaves Goku at -3 on the ground.

Goku's anywhere meterless SKD. It's almost always better than j.H as a solo combo ender.

H 900 / 900,400*2 All D1 11 Until L 23 -
  • On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown.
  • On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody.
  • Advantage ranges from -3 to -7. 2H > j.214H is a true blockstring that leaves Goku at -4 in the air.

j.S > j.214H is an okay solo combo ender in case you can't use j.214M, but where this move really shines is as a mixup tool covered by assists.


Instant Transmission[edit]
Instant Transmission
236S or 214S (Air OK)
DBFZ SSBGoku InstantTransmission.png
*pop*
DBFZ SSBGoku InstantTransmission-2.png
"Over here!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
236S
or j.236S
900 All D1 39 4 22 +1
214S
or j.214S
900 All D1 35 4 22 +1
  • Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, 214S goes in front. Uses the direction Goku's facing to determine how he teleports.
  • After teleporting, the move still has some vertical tracking to make sure it connects.
  • Smash hit causes sliding knockdown.

High risk, good reward neutral check. It's easily 2H-able if the opponent is ready, but you get some oki if it hits and solo pressure if they block it.


Assist[edit]

Dragon Flash Kick
A1/A2
DBFZ SSBGoku AssistDragonFlashKick.png
"GERONIMOOOOO!"
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 35 7 40 +29
  • Sliding knockdown on hit.

Incredibly niche assist. Used to give sliding knockdowns to characters who struggle to get them, though, most other assists can let them combo into air Dragon Rush for a sliding knockdown anyway, so this move's main selling point is redundant at best.

One of the few remaining values this assist has is providing SKD after short Lv1 Supers that pops the opponent back up, such as Adult Gohan's Potential Unleashed or Bardock's Saiyan Spirit.

Overall, this assist highlights the need to place him as a point, which is where he performs the best.


Super Moves[edit]

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
"EYAAAAH!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 250*10 All UDV 10+4 45 42 -26
Air 250*10 All UDV 10+4 45 48 -
  • Doing raw, ground version will slightly adjust position for that it hits, air version stays still.
  • Mid-combo, both version teleports to the opponent instead, though the angle isn't always the best. Always shows up from the direction Goku's facing.
  • Last hit causes sliding knockdown.
  • Minimum damage: 75*10 (750).

Similar to SS Goku, he does have safe jump setups from this Super, though they aren't as good as SS Goku's.


x10 Kaioken Kamehameha[edit]
x10 Kaioken Kamehameha
214L+M or 214H+S
DBFZ SSBGoku x10KaiokenKamehameha.png
"KAIOKEN!"
DBFZ SSBGoku x10KaiokenKamehameha2.png
"I'll finish this right now!"
DBFZ SSBGoku EvolvedAttack.png
"THERE YOU ARE!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Normal Attack 4220 All UDV 9+3~8 5 29 -18
Evolved Attack
Hold L/M/H/S on hit
1710 - - - - - -
  • Hits fullscreen.
  • There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick.
  • Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659.

Only do the 2 bar extension if you wanna see a cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side.


Navigation[edit]


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