* Holding {{4}} reduces forward momentum and recovery.
* Holding {{4}} reduces forward momentum and recovery.
5M has extremely good range, even longer reach than {{clr|3|2M}}. {{clr|3|5M}} with dash momentum is very scary.
{{clr|3|5M}} has extremely good range, even longer reach than {{clr|3|2M}}. {{clr|3|5M}} with dash momentum is very scary.
{{clr|3|4M}} is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M.
{{clr|3|4M}} is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M.
Revision as of 19:56, 31 March 2020
Goku (SSGSS)
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Mixup
Team Role
Point
Overview
"This is what it looks like to go beyond Super Saiyan God!"
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku/Wukong 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
Good neutral options with 5S, j.S, Ki blast deflecting shoulder charge, very fast dive kicks, meterless teleport.
2M is one of the best of its kind.
Extremely scary at close range with good stagger, fast lows, unreactable command grab.
Has multiple anywhere meterless sliding knockdowns.
Very high corner combo damage, solo or assisted.
Versatile Supers, very easy to combo into and deal high damage.
Very high skill ceiling, as his best combo routes are rather difficult.
His neutral tools while good, are all high commitment and need to be timed well. Prefers neutral assists to function well, as he can't reliably get in by himself.
Relies a lot on conditioning, despite the multitude of mixup options.
4LL > 2M or 2LL > 2M are really strong stagger string.
5LL
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.
5LLL
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.
Holding Template:4 reduces forward momentum and recovery.
5M has extremely good range, even longer reach than 2M. 5M with dash momentum is very scary.
4M is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M.
This is his only grounded projectile, making it vital for his neutral game.
You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.
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, and high reward makes it a force to be reckoned with during neutral and offense. On block, 2M2M and 5S2M beat mashing more often than you'd expect. 5S2M 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.
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.S ▷ 214L 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.
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.
L
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.
The only 17f (note: unreactable) command grab that can be converted into a combo with resources. Thought it often can't connect mid-blockstring and requires a microdash.
M
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 Template:4 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.
H
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.
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.
M
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
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 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.
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. 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.
A screen control assist, cutting through almost everything in neutral. On hit, the ground bounce also enables unique air-to-ground extension unlike most other pop-up assists.
Can also be used right before a low recovery Super like Bardock and AGohan's 236LM for a SKD they otherwise wouldn't get.
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 the cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side.
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.