DBFZ/SSB Goku

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SSB Goku
DBFZ SSB Goku Portrait.png

Health: 10,000

Jump Startup: 4F

Backdash Time / Invul:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash type: Run
Play-style
Mixup
  

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 represents the greatest height of fighting prowess yet attainable by Saiyans.

In Dragon Ball FighterZ, this version of Goku fights similarly to the original, but with strong attacks that can overwhelm his opponents, offsetting them with teleports and punishing them with furious blows.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Fast pokes relative to their reach.
  • 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.
  • Very high mobility.
  • Low average damage output.
  • Cannot control space very well.
  • No meterless reversal.
  • Needs proper assists to make his offensive safe.


Normals[edit]

5L[edit]
5L
DBFZ SSBGoku 5L.png
DBFZ SSBGoku 5LL.png
DBFZ SSBGoku 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All - - - -
  • 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 L - - - -
  • 2nd attack in the string hits low and sweeps the opponent off their feet
5LLL 1000 H - - - -
  • 3rd attack in the string hits overhead and ground bounces on hit.


5M[edit]
5M
DBFZ SSBGoku 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All - - - -
  • Important points go here


5H[edit]
5H
DBFZ SSBGoku 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Important points go here


5S[edit]
5S
DBFZ SSBGoku 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300 All - - - -
  • Can chain into itself up to 6 times

Placeholder


2L[edit]
2L
DBFZ SSBGoku 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L - - - -
  • Important points go here


2M[edit]
2M
DBFZ SSBGoku 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L - - - -
  • Important points go here


2H[edit]
2H
DBFZ SSBGoku 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Important points go here


6M[edit]
6M
DBFZ SSBGoku 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Important points go here


j.L[edit]
j.L
DBFZ SSBGoku jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -
  • Important points go here


j.M[edit]
j.M
DBFZ SSBGoku jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -
  • Important points go here


j.H[edit]
j.H
DBFZ SSBGoku jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Important points go here


j.S[edit]
j.S
DBFZ SSBGoku jS.png
Damage Guard Startup Active Recovery Frame Adv.
600 All - - - -
  • Good for covering an approach or a retreat

A ki blasts fires downward at an angle. Unlike Super Saiyan Goku's j.S, SSGSS Goku's j.S does not halt his air momentum at all. This can be pretty useful when approaching because a well spaced IAD j.S can help cover an approach against a grounded opponent. Alternatively, a quick IABD j.S can help cover a retreat. j.S still loses to super dashing, don't get reckless with it or have an assist in use while using it. Using this tactic occasionally and at the right timing is also key to making this option strong throughout the duration of the match.


j.2H[edit]
j.2H
DBFZ SSBGoku j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Important points go here


Specials[edit]

Divine Void Strike[edit]
Divine Void Strike
236L/M/H
DBFZ SSBGoku DivineVoidStrike.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All - - - -
  • Has similar properties to a super dash while moving forward and will beat ki blasts

Placeholder

M 1000 All - - - -
  • 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. 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.

H 1100 All - - - -
  • Teleports and comes out of the other side of the screen
  • Wall bounces

Placeholder


Super God Shock Flash[edit]
Super God Shock Flash
214L/M/H
DBFZ SSBGoku SuperGodShockFlash.png
DBFZ SSBGoku SuperGodShockFlash-2.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 1000 Throw - - - -
  • All versions can be converted into a combo midscreen by using Vanish
  • The followup will come out even if the initial command grab whiffs

Placeholder

M 1000 Throw - - - -
  • Wall Bounces, allowing you to get a combo in the corner by linking 2M > 5M

Placeholder

H 1200 Throw - - - -
  • Gives a bigger wall bounce than the M version, allowing you to get a combo in the corner.
  • The followup will come out even if the initial command grab whiffs

Placeholder


Dragon Flash Kick[edit]
Dragon Flash Kick
j.214L/M/H
DBFZ SSBGoku DragonFlashKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All - - - -
  • Important points go here

Placeholder

M 1000 All - - - -
  • Important points go here

Placeholder

H 1100 All - - - -
  • Causes a sliding knockdown on hit
  • Good for getting a hard knockdown at the end of combos you normally wouldn't be able to.

Placeholder


Instant Transmission[edit]
Instant Transmission
236S or 214S (Air OK)
DBFZ SSBGoku InstantTransmission.png
DBFZ SSBGoku InstantTransmission-2.png
Damage Guard Startup Active Recovery Frame Adv.
900 All - - - -
  • 236S teleports behind the opponent
  • 214S teleports in front of the opponent
  • Can be converted into a combo by using Vanish

Placeholder


Assist[edit]

Dragon Flash Kick
A1/A2
DBFZ SSBGoku AssistDragonFlashKick.png
Damage Guard Startup Active Recovery Frame Adv.
800 All - - - -
  • Causes hard knockdown

Placeholder


Supers[edit]

Extreme Speed Kamehameha[edit]
Extreme Speed Kamehameha
236L+M or 236H+S (Air OK)
DBFZ SSBGoku ExtremeSpeedKamehameha.png
DBFZ SSBGoku ExtremeSpeedKamehameha-2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2050 All - - - -
Air 2050 All - - - -
  • Goku teleports before leaping into the air to fire off an angled Kamehameha. The Kamehameha causes a knockdown on hit.


x10 Kaioken Kamehameha[edit]
x10 Kaioken Kamehameha
214L+M or 214H+S
DBFZ SSBGoku x10KaiokenKamehameha.png
"KAIOKEN!"
DBFZ SSBGoku EvolvedAttack.png
"TIMES 10!"
Version Damage Guard Startup Active Recovery Frame Adv.
Normal Attack 4220 All - - - -
Evolved Attack
Hold L+M or H+S during attack
4220, 1710 - - - - -
  • Pay 2 extra Ki bars to perform an extended attack.
  • Deals 2390 minimum damage with 5 bars.
  • Acts as SSB Goku's only invincible reversal.

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
Click [*] for character's frame data
System Explanations

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