DBFZ/SSB Goku

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Overview[edit]
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Goku (SSGSS) or more commonly known as "SSB Goku", "Bluku"/"Blueku", or "Goku Blue" has excellent frame data and a plethora of mix-up options that allow him to overwhelm the opponent in blockstrings. His neutral is very strong with a divekick and ki-blast invul lariat, his ki-blast are above average and he has long reach on his medium normals.


"This is what it looks like to go beyond Super Saiyan God!"
Lore:Some time after defeating Majin Buu, Goku works as a radish farmer, before he hears about Beerus, a God of Destruction of legendary power. Yet, Goku was unable to defeat him on his own however, even with a mastered Super Saiyan 3 form. From Shenron, Goku would hear about the Super Saiyan God ritual, and with five pure hearted Saiyans pouring their energy into him, Goku became a Super Saiyan God to fight Beerus, and later absorbed this power into his base form. After attaining this new height in power, Goku started to train with the God of Destruction Beerus' teacher, Whis, after hearing Vegeta was already there, and both would expand upon their 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.
Playstyle
DBFZ SSB Goku Icon.png SSB Goku has a similar fighting style to that of his SS form, with long reaching normals and good frame data. Goku Blue on the other hand serves as a more mix-up oriented version of his SS counterpart. He has a 2L low, command grab, falling mix-up off of heavy divekick and teleport 50/50's albeit very gimmicky without assist. His massive toolbox allows him to layer his mix ups options efficiently and make defending him difficult to say the least.
Pros Cons
  • Strong Neutral Options: Great footsies with his medium normals that have long range and high reward. Has great ki blasts, j.S in particular keeps his air momentum allowing him to approach safely with an IAD, Divine Void Strike which beats ki blasts, Dragon Flash Kick and Instant Transmission the latter of the 3 being plus on block.
  • Incredible Pressure Game: Has a 2L low and fantastic frame data on his normals which make his staggers incredibly strong. Equipped with arguably the best command grab in the game as it is unreactable while allowing him to combo with Vanish, Assists, Supers and even Sparking. Has a built in 50/50 with j.214H when backed up by an assist.
  • High Damage / Meter Gain: SSB Goku's corner loops give him extremely high damage and meter gain, solo or assisted.
  • Versatile Combo Routes: Dragon Flash Kick gives Goku meterless sliding knockdowns and high damage vanish extensions. Instant Transmission allows him to side switch or stay same side easily on super dash confirms.
  • Strong Supers: Access to a level 5 and a tracking level 1 that gives him a sliding knockdown.
  • High Commitment Moves: Some of his neutral tools, while good, are very high commitment and need to be timed well.
  • Execution Heavy: He isn't as scary if you can't perform his elbow loops. If you cannot perform them, his damage is rather mediocre.
  • Limited Fullscreen Control: Outside of his grounded ki blasts, he lacks safe ways to pressure an opponent from fullscreen. This makes him a bit more reliant on assists than other characters when playing at that distance.

Normal Moves[edit]

5L[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 4 11 -3 -
5LL 700 Low - 10 3 19 -6 -
5LLL 1000 High U3+ 26 3 18 -5 -

[edit]

Standard jab, and Goku's fastest normal.

4LL > 2M or 2LL > 2M are really strong stagger string.


  • 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 hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes.

Strong stagger normal after 4LL


  • 5LL > 5LLL has a massive gap in between.
  • Combos into SD midsceen or even links to air normals in the corner.

Very slow, highly telegraphed, and the reward isn't so big. Since the threat of 214X exists, the opponent will be more likely to mash and they'll punish 5LLL outright if it's not covered with assists.

5M[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 Low - 10 6 15 -5 -

[edit]

  • Great range and very active hitbox.
  • Launches on hit.

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

Arguably the best 2M in the game with its combination of fast startup, low recovery, low profile, deceptive reach, and high reward, making it a force to be reckoned with during neutral and offense. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. 5S 2M is also especially strong since it also spaces Goku for his 2M > 4M shenanigans.

You can also just throw this out in neutral/scrambles and watch as they get hit by it second-guessing themselves.

2H[edit]

6M[edit]

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600 All - 13 - Total 40+7L - -

[edit]

  • Doesn't halt air momentum like most j.S.
  • Doesn't launches airborne opponent like most j.S, instead it pushes them down.

Forward IAD j.S beats anti-airs and puts Goku +10 at minimum.

Due to maintaining full momentum, IAD j.X > j.S will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD j.M(L)2H > delay j.S would always connect. j.S214L coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into 2M punish, but the thought of reflecting j.S at all is a gamble because the Ki blast might not even come out.

j.2H[edit]

Special Moves[edit]

Divine Void Strike[edit]

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 900 All - 9 6 23 -5 4-14 Ki Blasts
Air L 900 All - 9 6 23 - 4-14 Ki Blasts
Ground M 1200 All U1+ 17 10 23 -5 4-26 Ki Blasts
Air M 1000 All U1+ 17 10 23 - 4-26 Ki Blasts
Ground H 1400 All U1+ 28~32 10 23 -5 1-37~41 Ki Blasts, 13-25~29 All
Air H 1400 All U1+ 28~32 10 23 -5 1-37~41 Ki Blasts, 13-25 All

[edit]

  • Removes other landing recovery.

  • Deflects Ki blasts from frame 4.
  • Goes almost half screen.

236L is a safe blockstring ender and a great combo filler, used in Goku's advanced combos.


  • Deflects Ki blasts from frame 4.
  • Goes 75% of the screen.
  • Smash hit can wall splat. Smash 5MMM can wall bounce.

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.

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


  • Deflects Ki blasts from frame 1.
  • Teleports toward to the other wall, then charges backward.
  • Goes fullscreen. Air version has slight vertical tracking.
  • Wall bounces on Smash hit.
  • Air version on ground block (2H > j.236H + assist) leaves Goku at -5 in the air.

236H is a good neutral check that can be solo converted anywhere on screen.

Not a good idea to use as a reversal as the invul from teleporting comes in too late.

Super God Shock Flash[edit]

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1200 [800] / 1200 Throw [All] D2 17 1[(7)3] [18] [-5] -
M 1200 Throw U1+ → D2 30 1 25 - -
H 1200 [800] / 1300 Throw [All] U1+ → D2 28 1[(7)3] [18] [-5] -

[edit]

  • Smash on the throw.
  • Values in [] is if the throw whiffs.
  • Can only grab grounded or "grounded-by-proximity" opponents.
  • D Smash grab has identical effect to 214L.
  • After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore.

  • 214L stays in place. If the grab whiffs, does a short ranged punch as followup.
  • On hit, the grab knocks the opponent away into a SKD, while the punch only launches them.

At 17f of startup, it's the only unreactable command grab in the game that not only gives you SKD oki, but also can be converted with assists. While the range is pretty short, Goku can do microdash 214L or microdash 2L > delay 214L to land it during stagger pressure.


  • 214M teleports a short distance forward before the grab.
  • U Smash hit wall bounces.

The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold InputIcon 4.png and walk out of the grab.

Though, it's almost half the speed of 214L and the lack of a follow-up makes it incredibly unsafe.


  • 214H has the range of 214M and the safe punch of 214L.
  • U 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.

† Currently bugged, dealing regular amount of blue health (instead of no blue health) and building a tiny bit of meter on Smash hit unlike other EX specials.

Dragon Flash Kick[edit]

j.214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 900 All - 13 Until L 20 - -
M 1000 All D1 18 Until L 23 - -
H 900 / 900,400*2 All D1 11 Until L 23 - -

[edit]

  • 214L 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.

One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension.

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.


  • 214M 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.


  • On hit, 214H 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 for a double sideswitch.
  • 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.

After a blocked j.214H, Goku can do a 4-way mixup with empty 2L, empty 214L, airdash crossup j.S, late airdash same side j.L. However, late airdash j.L while universal is rather hard to pull off, the entire setup requires good blockstun assists and a 2H in the string, so it's susceptible to GC.

Instant Transmission[edit]

236S or 214S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236S
or j.236S
900 All D1 39 4 22 +1 16-20 All
214S
or j.214S
900 All D1 35 4 22 +1 16-20 All

[edit]

  • 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, decent reward neutral check if used on reaction to certain moves. It's easily 2H-able if the opponent is ready, but you get some oki if it hits. Useful for side-switching off of 2H as well. You can combo off of this if it hits them against the corner, but you won't be able to get sliding knockdown easily.

Z Assists[edit]

Assist A[edit]

Dragon Flash Kick

Assist B[edit]

Divine Void Strike

Assist C[edit]

Instant Transmission

Super Moves[edit]

Extreme Speed Kamehameha[edit]

236L+M or 236H+S (Air OK)

x10 Kaioken Kamehameha[edit]

214L+M or 214H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
x10 Kaioken Kamehameha 4220 All UDV 9+3~8 5 29 -18 1-16~21 Full
Evolved Attack
Hold L/M/H/S on hit
1710 - - - - - - -

[edit]

  • 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.

Has enough frame advantage in the corner for a superjump IAD float or fastfall high/low 50/50. Only do the 2 bar extension if you wanna see the cool animation (or if it kills) because it obliterates your oki otherwise.

External References[edit]

Navigation[edit]


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