DBFZ/SSB Goku: Difference between revisions

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==Overview==
==Overview==
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku started to train with the God of Destruction's master, Whis, alongside Vegeta to 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.
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku started to train with the God of Destruction Beerus' teacher, Whis, alongside Vegeta to 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.


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.
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.

Revision as of 07:09, 17 February 2020

Goku (SSGSS)
DBFZ SSB Goku Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Mixup
Team Role
Point

Overview

After attaining the power of the Super Saiyan God during his fight with Beerus, Goku started to train with the God of Destruction Beerus' teacher, Whis, alongside Vegeta to 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.

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

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

5L
5L
DBFZ SSBGoku 5L.png
DBFZ SSBGoku 5LL.png
DBFZ SSBGoku 5LLL.png
The online special
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 4 11 -3 B - - - 5 - 11 16 16
DBFZ SSBGoku 5L.png

Standard jab, and Goku's fastest normal.

5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 10 3 19 -6 F - - - 7 - 15 Launch 25
DBFZ SSBGoku 5LL.png
  • 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


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 High 26 3 18 -5 B - U3+ - 12 - - Launch 34
DBFZ SSBGoku 5LLL.png
  • 5LL > 5LLL has a massive gap in between.

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

5M
5M
DBFZ SSBGoku 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 3 21 [15] -8 [-2] B 4-14 Ki Blasts - - 7 - 15 18 18
DBFZ SSBGoku 5M.png


  • Holding Template:4 reduces forward momentum and recovery.

5M has really good range, even longer reach than 2M.

4M is the safest normal he has that also pushes the opponent just far enough mid blocktring that he can go for another 4M.

5H
5H
DBFZ SSBGoku 5H.png
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 14 6 18 -8 B - U1 - 12 - 15 Launch 22 /
DBFZ SSBGoku 5H.png


  • 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
5S
DBFZ SSBGoku 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
350×6 All 13 P{(9)P}×5 24 -4 P1 - - - - - 20 23 25
Each P in active frames represents a projectile spawned
DBFZ SSBGoku 5S.png


  • 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
2L
DBFZ SSBGoku 2L.png
Had to go SSGSS to learn how to poke toes
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F - - - 5 - 11 16 16
DBFZ SSBGoku 2L.png
Had to go SSGSS to learn how to poke toes


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

2M
2M
DBFZ SSBGoku 2M.png
Super Saiyan God Super Saiyan normal
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 10 8 18 -10 F - - - 7 - 15 Launch 22
DBFZ SSBGoku 2M.png


  • 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 glory.

2H
2H
DBFZ SSBGoku 2H.png
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 14 3 23+7L -17 B 4-16 Head U1+ - 12 - 15 Launch 22 / 39
DBFZ SSBGoku 2H.png


  • 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 switch into SKD.

6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L 0 B3 - - - 12 - 15 18 23
DBFZ SSBGoku jM.png


  • 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
j.L
DBFZ SSBGoku jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 4 11 - H - - - 5 - 11 16 16
DBFZ SSBGoku jL.png


Standard air jab.

j.M
j.M
DBFZ SSBGoku jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 10 4 15 - H - - - 7 - 15 18 18
DBFZ SSBGoku jM.png


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

j.H
j.H
DBFZ SSBGoku jH.png
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Wall bounces on Smash hit.
j.H


j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 6 21 +11 (IAD) H - D1+ [D3+] 90%+1 12% 3 / 4 15 20 60 / 59 + Slide 34 [34 + WBounce]
Removes all landing recovery on Smash! hit
Values in [ ] are for Dynamic! 5LLLLLLL
DBFZ SSGoku jH.png
  • Smash hit causes sliding knockdown.

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

j.S
j.S
DBFZ SSBGoku jS.png
Shades of Akuma
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 13 - Total 40+7L - P1 - - - - - 20 23 25
Landing recovery applies from frame 9
DBFZ SSBGoku jS.png


  • 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 approaches or retreats.

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
j.2H
DBFZ SSBGoku j2H.png
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 11 4 23 - H - U1+ - 12 - 15 Launch 22 / 39
DBFZ SSBGoku j2H.png


  • 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

Divine Void Strike
Divine Void Strike
236L/M/H (Air OK)
DBFZ SSBGoku DivineVoidStrike.png
Original move
Template:AttackDataHeader-DBFZ
  • Removes other landing recovery.
Ground L


236L
L Divine Void Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 9 6 23 -5 B 4-14 Ki Blasts - - - - 22 Launch -
Teleport on frame 18, reappear on frame 28
DBFZ SSBGoku DivineVoidStrike.png
Air L


j.236L
Air L Divine Void Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 9 6 23 - H 4-14 Ki Blasts - - - - 23 Launch -
Teleport on frame 18, reappear on frame 28
DBFZ SSBGoku DivineVoidStrike.png
  • 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


236M
M Divine Void Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 17 10 23 -5 B 4-26 Ki Blasts U1+ - - - - Launch -
Teleport on frame 18, reappear on frame 28
DBFZ SSBGoku DivineVoidStrike.png
Air M


j.236M
Air M Divine Void Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 17 10 23 - H 4-26 Ki Blasts U1+ - - - - Launch -
Teleport on frame 18, reappear on frame 28
DBFZ SSBGoku DivineVoidStrike.png
  • 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


236H
H Divine Void Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1400 All 28~32 10 23 -5 H 1-37~41 Ki Blasts, 13-25~29 All U1+ - -100 - - Launch -
Teleport on frame 18, reappear on frame 28
DBFZ SSBGoku DivineVoidStrike.png
Air H


j.236H
Air H Divine Void Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1400 All 28~32 10 23 -5 H 1-37~41 Ki Blasts, 13-25 All U1+ - -100 - - Launch -
Teleport on frame 18, reappear on frame 28
DBFZ SSBGoku DivineVoidStrike.png
  • 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
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
Template:AttackDataHeader-DBFZ
  • 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.
  • 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.
L


214L
L Super God Shock Flash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 [800] / 1200 Throw [All] 17 1[(7)3] [18] [-5] T [B] - D2 - - - 14 Launch -
Teleport frames 33-35, no counterhit state during recovery
DBFZ SSBGoku SuperGodShockFlash.pngDBFZ SSBGoku SuperGodShockFlash-2.png
  • Stays in place. If the grab whiffs, does a short ranged punch as followup.
  • On hit, both the grab and punch knock the opponent almost a fullscreen away.

Unreactable command grab that can be converted into a combo with meters or assists, being the only 17f grab that can be converted, as the others all cause SKD.

M


214M
M Super God Shock Flash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 Throw 26 1 25 - T - U1+ → D2 - - - - Launch -
Counterhit state during recovery
DBFZ SSBGoku SuperGodShockFlash.pngDBFZ SSBGoku SuperGodShockFlash-2.png
  • 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


214H
H Super God Shock Flash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 [800] / 1300 Throw [All] 24 1[(7)3] [18] [+1] T [B] - U1+ → D2 - -100 - 15 Launch -
Teleport frames 36-38, no counterhit state during recovery
DBFZ SSBGoku SuperGodShockFlash.pngDBFZ SSBGoku SuperGodShockFlash-2.png
  • 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
Dragon Flash Kick
j.214L/M/H
DBFZ SSBGoku DragonFlashKick.png
"Wait a sec... This isn't Flash Kick...!"
Template:AttackDataHeader-DBFZ
L


j.214L
L Dragon Flash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 13 Until L 20 - H - - - - - - - -
DBFZ SSBGoku DragonFlashKick.png
  • 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


j.214M
M Dragon Flash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 18 Until L 23 - H - D1 - - - - - -
DBFZ SSBGoku DragonFlashKick.png
  • 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


j.214H
H Dragon Flash Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 / 900,400×2 All 11 Until L 23 - H - D1 - -100 - - - -
DBFZ SSBGoku DragonFlashKick.png
  • 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
Instant Transmission
236S or 214S (Air OK)
DBFZ SSBGoku InstantTransmission.png
*pop*
DBFZ SSBGoku InstantTransmission-2.png
"Over here!"
Template:AttackDataHeader-DBFZ
236S
or j.236S


236S
Instant Transmission (Back)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 39 4 22 +3 H 16-20 All D1 - - - - - -
Teleport frames 17-21
DBFZ SSBGoku InstantTransmission.pngDBFZ SSBGoku InstantTransmission-2.png
214S
or j.214S


214S
Instant Transmission (Foward)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 35 4 22 +3 H 16-20 All D1 - - - - - -
Teleport frames 17-21
DBFZ SSBGoku InstantTransmission.pngDBFZ SSBGoku InstantTransmission-2.png
  • 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.

Z Assists

Assist A
Dragon Flash Kick
Assist A "GERONIMOOOOO!"
Template:AttackDataHeader-DBFZ
Assist A
Dragon Flash Kick
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 28 7 40 +29 B - - - - - 29 - -
DBFZ SSBGoku DragonFlashKick.png


  • Has some slight horizontal tracking.
  • Sliding knockdown on hit.

Incredibly niche assist. Can be 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 or Bardock's 236LM.

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

Assist B
???
Assist B
Template:AttackDataHeader-DBFZ
Assist B
Divine Void Strike
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
800 All 20 - - +29 - - - - - - 29 - -
DBFZ SSBGoku DivineVoidStrike.png


Assist C
???
Assist C
Template:AttackDataHeader-DBFZ
Assist C
Instant Transmission
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1080 All 45 [20] - - +35 - - - - - - 35 - -
DBFZ SSBGoku InstantTransmission-2.png


Super Moves

Extreme Speed Kamehameha
Extreme Speed Kamehameha
236L+M or 236H+S (Air OK)
DBFZ SSBGoku ExtremeSpeedKamehameha.png
"You're finished!"
DBFZ SSBGoku ExtremeSpeedKamehameha-2.png
"EYAAAAH!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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
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!"
Template:AttackDataHeader-DBFZ
Normal Attack
Evolved Attack
Hold L/M/H/S on hit
  • 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

To edit frame data, edit values in DBFZ/SSB Goku/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

Template:Navbar-DBFZ