DBFZ/SSB Goku

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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
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.



Normals[edit]

5L[edit]
5L
DBFZ SSBGoku 5L.png
As basic as basic gets.
DBFZ SSBGoku 5LL.png
Mix-up Time
DBFZ SSBGoku 5LLL.png
UNGA
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 4 11 -3
  • Can be canceled into from itself, even on whiff.
  • Jump cancelable on hit.

Standard jab, and Goku's fastest normal. Used to contest an opponent's pressure and to continue combos when no other attack would be fast enough to pick up.

5LL 700 Low - 10 3 19 -6
  • Hits low.
  • Can be canceled into from 5L, even on whiff.
  • Jump cancelable on hit.
  • Auto-corrects on side-switch.

Goku moves forward and kicks low to the ground. Strong normal in pressure thanks to the fact that it hits low and can cancel into another low (2M), an overhead (5LLL or 6M), a grab (214X), or a side switch (236S or 236H). Jump canceling allows for even more options such jump-in overhead (IAD j.H), empty jump-in low (2L), or a cross-up (IAD j.M). In combos, the large amount of untechable time, jump cancel property, and medium-like scaling makes this move vital for Goku's most damaging routes. Go to follow up after a vanish by dashing forward and whiffing 5L into 5LL.

5LLL 1000 High - 26 3 18 -5
  • Hits overhead.
  • Can be canceled into from 5LL, even on whiff.
  • Auto-corrects on side-switch.
  • Uses up Goku's Smash. Always Smashes even if his Smash was already used.
  • Can be followed up with Super Dash by pressing L again or H+S.
  • Completing an air autocombo after this move results in a Dynamic hit.
  • When all other characters are down, this move is Goku's Guard Cancel attack.

Goku attacks with a axe kick. Very slow and highly telegraphed which makes it easy to interrupt with attacks or deflects, requiring either an assist or conditioning to be used effectively. Powerful combo tool thanks to its forced Smash property, something Goku needs as many of his other attacks consume his Smash. Must be used immediately after 5LL successfully hits or the opponent will touch ground and be able to tech.


5M[edit]
5M
DBFZ SSBGoku 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 10 3 18 -5
  • Jump cancelable on hit.
  • Inputting as 4M results prevents Goku from moving forward.

Goku steps forward and does a spinning back hand. Its controllable range, cancel options, and safety on block makes this move a good button in neutral. Used in combos to convert either 5LL or 5M into an air combo without using his Smash.


5H[edit]
5H
DBFZ SSBGoku 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 14 6 18 -8
  • Uses up Goku's Smash.
  • Wall bounces if Smash hasn't been used.
  • Can be followed up with Super Dash by pressing H again or H+S.
  • When all other characters are down, this move is Goku's Guard Cancel attack.

Goku does a sidekick, which counts as a Smash and sends opponents flying horizontally. Outside of using the Smash version for corner carry, 5H is used for block string and combo filler.


5S[edit]
5S
DBFZ SSBGoku 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
300*1~6 All - 13 1-51 24 -4
  • Can chain into itself up to 6 times.
  • The sixth blast knocks the opponent back on grounded hit.

Can confirm into a full combo by using vanish. Be careful when using Ki Blasts in neutral, as they can be deflected by Superdashes or by super armored moves. This is Goku Blue's only grounded projectile making it vital for his neutral game.


2L[edit]
2L
DBFZ SSBGoku 2L.png
The 2L the other Goku's wish they had.
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 3 13 -3
  • Hits low.
  • Can be canceled into from itself, even on whiff.

Goku jabs at the ground. Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists. Slower startup and longer recovery compared to 5L so avoid using it raw in neutral.


2M[edit]
2M
DBFZ SSBGoku 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 10 6 15 -4
  • Hits low.
  • Sweeps opponents on hit.

Goku crouches and does a sidekick. Is the third low he has and the only one that can be used in the middle of a block string. Using this move to go low after 5LL can catch opponents expecting the 5LLL overhead. IAD j.S into 2M upon landing has deceptively long range and can hit from almost full screen. Can connect from 5LL.


2H[edit]
2H
DBFZ SSBGoku 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 14 3 30 -17
  • Counts as airborne.
  • Uses up Goku's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.
  • Can be followed up with Super Dash by pressing H again or H+S.
  • Used at the end of Goku's grounded Dragon Rush if it connects in neutral.

Goku does a leaping uppercut. Go to anti-air, though since it has a firmly vertical hitbox and a large amount of endlag it should be used carefully. The Smash version can combo into Instant Transmission, which has uses if you want to quickly change sides since Instant Transmission causes sliding knockdown.


6M[edit]
6M
DBFZ SSBGoku 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Counts as airborne.
  • Uses the same hitboxes and hurtboxes of Goku's j.H.

Goku does a short hop and slams down with both arms. Universal overhead that requires an assist or Sparking Blast to confirm into a combo. Not as useful on paper as 5LLL as it has meterless conversions, is special cancelable, and uses assists to cover the start-up rather than to convert into a combo. However, this move can be used freely and much later into block strings, making it easier to surprise opponents. Has some low invincibility.


j.L[edit]
j.L
DBFZ SSBGoku jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 4 11 -1
  • Double jump cancelable.
  • Can cancel into itself.

Goku does a jumping straight jab. Input as j.4LL to string together two j.L's in a row.


j.M[edit]
j.M
DBFZ SSBGoku jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 10 3 14 -1
  • Double jump cancelable.
  • Can Reverse Beat back to j.L.

Goku does a jumping sidekick. This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. Inputting j.M as j.LL will prevent Goku from doing a second j.L but in exchange will grant him additional height, useful for confirming into j.S. Use j.M instead of j.LL to prevent an attack following a double jump from whiffing due to over-shooting.


j.H[edit]
j.H
DBFZ SSBGoku jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] High - 13 6 21 -11
  • [] is on Smash hit.
  • Knock-down state changes depending on Goku's usage of his Smash.
  • Dynamic hit wall-bounces in the corner and provides one random Dragon Ball.
  • Used at the end of Goku's air Dragon Rush if it connects mid-combo.

Goku does a two-handed overhead smash. This is his best jump-in and cross-up tool, as well as his best damaging and scaling air normal for starting ground combos. This move will only provide a sliding knockdown if the move that used Goku's Smash was a 2H, j.2H, or 5LLL which can be difficult to do seeing as many of Goku Blue's specials consume his Smash. If j.H would have produced a sliding knockdown connects but the combo is then extended (like through a vanish), then all knockdowns (except those provided by supers) will be soft knockdowns.


j.S[edit]
j.S
DBFZ SSBGoku jS.png
Shades of Akuma
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 13 1 27 -7

Goku fires a downward ki blast. Doesn't halt air momentum making it good for covering an approach or a retreat, especially since projectiles can still hit through air invincible attacks. Allows Goku to combo into either Light Dragon Flash Kick to bring airborne opponents closer to the ground after a 2H/j.2H for vanish combos or Heavy Dragon Flash Kick for a sliding knockdown anywhere on the screen. Like with 5S this projectiles can be deflected by Superdashes and super armored moves so be careful when throwing out ki blasts in neutral.


j.2H[edit]
j.2H
DBFZ SSBGoku j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 11 4 23 -11
  • Double jump cancelable.
  • Uses up Goku's Smash.
  • Launches higher with more hitstun if Smash hasn't been used yet.
  • Can be followed up with Super Dash by pressing H again or H+S.
  • Used at the end of Goku's air Dragon Rush if it connects in neutral.

Goku does an upward kick that, unlike his other air normals, is not an overhead. Used to launch opponents during air combos and to extend them if Goku's Smash has been used and his double jump hasn't. The Smash version can combo into Instant Transmission though this is hardly optimal.


Specials[edit]

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 Smash Startup Active Recovery Frame Adv.
L 900 All - 11 6 22 -5
j.L 900 All - 11 6 22 -
  • Deflects ki blasts.
  • Goes half screen.

Goku charges forward with an elbow thrust. Generally used to safely end block strings or to tack on extra damage before using a vanish anywhere or a super in the corner. The air version of this move is safe enough to where you can backdash a 5L afterwards, but not the grounded version. You can blockstring into that by using 2H j.236L, however.

M 1000 All - 17 8 24 -5
j.M 1000 All - 17 8 24 -
  • Deflects ki blasts.
  • Goes three quarters of the screen.
  • Uses up Goku's Smash.
  • Wall bounces in the corner if Smash hasn't been used.

Goku charges forward with an elbow thrust. Has more start-up but covers more distance than the light version. In the corner, the wall bounce can be used to combo into 2M for extensions or into Dragon Rush meterless solo snapbacks. It's slight speed buff allows it to be used as a frame trap of sorts in combos, as it will always beat 6F buttons if used in a blockstring.

H 1100 All - 34 8 24 -5
j.H 1100 All - 34 8 24 -
  • Teleport side switch on start-up.
  • Has no vertical tracking.
  • Deflects ki blasts.
  • Goes half screen.
  • Uses up Goku's Smash.
  • Wall bounces if Smash hasn't been used.

Goku teleports behind the opponent before charging forward with an elbow thrust. Unlike Instant Transmission, this move will not immediately adjust to side switches that occur by jumping over opponents without using an air dash and running under opponents, meaning that for a brief moment Goku can warp to the edge of the side he is currently on and charge from there. While this seems like a strong mix-up, Instant Transmission can do this anywhere on the screen, gives him a frame advantage on block, and doesn't consume any resources, all at the cost of only slightly less damage. The only advantage this move has over Instant Transmission is a lack of vulnerability to anti-airs, so use that instead for left-right mix-ups.


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
"SIKE, GOTEM!" *smacc*
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1000 [800] Throw [All] - 26, 8 2, 3 18 -5
  • [] is the follow-up.
  • Teleports and punches after the grab on whiff.
  • Only uses up Goku's Smash if the grab connected.
  • Grab only hits grounded opponents who aren't in blockstun or hitstun.

Goku presses his fingers forward, warps a short distance forward, and performs a one-inch punch. Short ranged command grab followed by an attack that is safe on block. Used in block strings to throw opponents using a move that is both fast and can be used mid-block string. Needs meter or an assist to convert a successful hit into a combo, regardless of where on the screen it was used or what attack connected first. Can be used in used in corner combos after 5LL and can be continued into 5L.

M 1000 Throw - 26 2 33 -
  • No follow-up on whiff.
  • Teleports forward before the grab.
  • Uses up Goku's Smash if the grab connected.
  • Wall bounces in the corner.
  • Grab only hits grounded opponents who aren't in blockstun or hitstun.

Goku warps a moderate distance forward and presses his fingers forward, attacking with a one-inch punch if he touches an opponent. The initial warp gives this more range but the lack of a follow-up makes this move unsafe if the grab whiffs. In the corner, the wall bounce can be used for meterless conversions, most notably into his grounded auto combo, though 5L must be delayed as late as possible for it to continue into 5LLL for the forced Smash.

H 1200 [800] Throw [All] - 26, 12 2, 3 18 -5
  • [] is the follow-up.
  • Teleports forward twice, once before the grab and again before the punch if the grab whiffed.
  • Only uses up Goku's Smash if the grab connected.
  • Only wall bounces if the grab connected.
  • Grab only hits grounded opponents who aren't in blockstun or hitstun.

Goku warps a moderate distance forward and presses his fingers forward, warps again a short distance forward, and performs a one-inch punch. Combines both the start-up warp of the medium version with the follow-up warp punch of the light version. This version also deals more damage on a successful grab and has a larger wall bounce for combo extension, notably into 5LL to 5LLL by whiffing 5L so Goku can get another Smash. The whiff follow-up has more start-up than the light version so don't use the heavy version mid-combo.


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 - 15 2+ 20 -3
  • Knocks down on hit.

Goku does a quick dive kick diagonally downward. It's alright if you quickly want to escape from a corner situation in the air, but if you get predictable your opponent can still easily counter it. Also has some uses in certain assist corner combos, where you end the air combo with j.s j.214L instead of a basic ender, pick up with an assist, and then continue for some extra damage.

M 1000 All - 23 2+ 23 -3
  • Sliding knockdown on hit.

Goku does a slow start-up dive kick diagonally downward. Can now be comboed into in air combos, allowing Goku to get incredibly strong oki and damage off of his solo BnBs, both midscreen and in the corner. As a result, this is your main ender for almost any combo Goku can do, as long as he hasn't used up smash beforehand. Goku is left at a pretty good range to get some follow up oki, and you can still easily combo into supers when it lands.

H 1100 All - 11 2+ 20 -3
  • Sliding knockdown on hit.
  • On hit, Goku does a quick 2-hit combo resulting in sliding knockdown. The oki is slightly worse, but it does more damage.
  • On block, Goku will teleport up in the air behind his opponent, making the move completely safe.

This move has almost completely changed in it's utility from the patch. While it is still very good to combo into, the fact that j.214M is now your go-to ender means that this move is only really used if you want to extend your damage or corner carry a little bit. However, on block it becomes much, much better. Not only is it completely safe on block due to the teleport, but because of said teleport, Goku can have some really interesting mixups or setups off of an assist. Some assists will give you better results than others, but almost all of them can take advantage of this and possibly give Goku some tricky mixups, although the height he is at makes this a little hard to do because your opponent has a lot of time to react.


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 - 40 3 23 -5
214S
or j.214S
900 All - 35 3 23 -5
  • 236S teleports behind the opponent.
  • 214S teleports in front of the opponent.
  • Startup is the same (35f) between both versions as of patch 1.15.
  • Uses up Goku's Smash, and causes sliding knockdown.

Goku teleports either in front of or behind the opponent and delivers a spin kick. The input used decides what side Goku warps to. Can be used as a combo ender after something like a raw tag or Superdash, or simply if you want to get sliding knockdown in a specific corner, as it combos right out of a j.2H or a 2H. You can also get a slight extension from it if your opponent hits the wall, however because it uses up your Smash you will not be able to get sliding knockdown off of this unless you use an assist. It is plus on block, however it can be tricky to hit your opponent out of their button if you aren't quick enough, and in blockstrings it can be 2H'd very easily if your opponent is ready. Still a very strong tool, however.


Assist[edit]

Dragon Flash Kick
A1/A2
DBFZ SSBGoku AssistDragonFlashKick.png
"GERONIMOOOOO!"
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 47 7 40 -
  • Sliding knockdown on hit.
  • Only assist in the game that can provide slide knockdowns.

Goku warps in, jumps, and does a quick dive kick diagonally downward. Niche assist due to its moderate start-up, low active frames, poor range, and inability to extend conventional combos. Can be used for neutral and pressure but its poor blockstun prevents this assist from adequately locking down opponents. Mostly used to give sliding knockdowns to point characters who struggle to get them. However, as most other assists give the point character time to combo into Dragon Rush for a sliding knockdown anyway, this move's main selling point is redundant at best. This only remaining value this assist has is to provide sliding knockdowns after short duration supers that don't already have them by calling for it right before using a super. Very fast supers (such as Adult Gohan's Potential Unleashed or Bardock's Saiyan Spirit) can use the sliding knockdown to do a second super but successive self supers scale heavily and are generally a waste of meter. It also has some utility in certain combo routes for some characters in the corner, but this is somewhat minor. Overall, Goku Blue's horrible assist highlights the need to place him as a team's lead, which is where he does best.


Supers[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 - 9+4 45 37 -20
Air 250*10 All - 9+4 45 37 -20
  • Counts as airborne.
  • Sliding knockdown on hit.
  • Minimum damage is 75*10 (750).

Goku teleports into the air to fire off an angled downward Kamehameha. Where he warps depends on how the super is used. If Goku is on the ground, then he will teleport upward a short distance and adjust himself either forward or backward so that it can always hit grounded opponents. In the air, Goku will only ever adjust backward, otherwise he will launch it from where he currently is without warping. This super's primary functions are to add to a combo's damage and to get a sliding knockdown, something that Goku Blue normally struggles to get.


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 - 9+3 5 26 -15
Evolved Attack
Hold any button on hit
1710 All - 9+3 5 26 -15
  • Invulnerable on start-up.
  • Hold a button to pay 2 extra Ki bars to perform a follow-up attack.
  • Holding down a button after the upward kick when 2 extra bars are available prevents a side switch.
  • Holding down a button before the upward kick results in a side switch, even if 2 extra bars are unavailable.
  • Minimum damage is 1759, add 900 if 5 bars are used for a new total of 2659.

Goku powers up with Kaioken before rushing forward and throwing a punch. If he hits, he will proceed to pummel the opponent before launching them into the air for a Kamehameha. Can side switch depending on when a button is held during the attack animation. Does good damage on its own with the 2 bar follow-up raising the damage even higher. Note that two level 1 supers will beat the damage of the extension so only use it if Ultimate Z changes are unavailable or if you have already used Ultimate Z changes and there is extra meter to spare. Goku Blue's only invincible reversal which while powerful is very expensive and highly punishable so use it with caution.


Navigation[edit]


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