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, Wukong/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.
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.


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.
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==Normals==
==Normals==
====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
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  |description=
  |description=
* Standard jab, and Goku's fastest normal.
* Standard jab, and Goku's fastest normal.
* Without Sparking:
* Without Sparking:
 
** Special and super cancellable.
* Special and super cancellable.
** Can chain into itself using 4LL.
 
** Can be cancelled into 214L/M/H for a tick throw.
* Can chain into itself using 4LL.
 
* Can be cancelled into 214L/M/H for a tick throw.
 
* With Sparking:
* With Sparking:
 
** Gains the ability to be jump cancelled on block.
* Gains the ability to be jump cancelled on block
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=5LL
  |version=5LL
  |damage=700 |guard=L
  |damage=700 |guard=Low
  |startup=10 |active=3 |recovery=19 |frameAdv=-6
  |startup=10 |active=3 |recovery=19 |frameAdv=-6
  |description=
  |description=
* 2nd attack in the string hits low and sweeps the opponent off their feet
* 2nd attack in the string hits low and sweeps the opponent off their feet.
* Can combo into 2M but has to be slightly delayed.
* Can combo into 2M but has to be slightly delayed.
* If first hit is blocked (opponent blocks high), this counts as a 2M starter with much better damage scaling
* If first hit is blocked (opponent blocks high), this counts as a 2M starter with much better damage scaling.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=5LLL
  |version=5LLL
  |damage=1000 |guard=H
  |damage=1000 |guard=High
  |startup=26 |active=3 |recovery=18 |frameAdv=-5
  |startup=26 |active=3 |recovery=18 |frameAdv=-5
  |description=
  |description=
* This autocombo has a built-in mixup. 2nd attack hits LOW, 3rd attack hits HIGH.  
* This autocombo has a built-in mixup. 2nd attack hits LOW, 3rd attack hits HIGH.  
* 3rd attack in the string hits overhead and ground bounces on hit. It is slow and can be deflected if first 2 hits are blocked.  
* 3rd attack in the string hits overhead and ground bounces on hit. It is slow and can be deflected if first 2 hits are blocked.  
  }}
  }}
}}
}}
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  |startup=14 |active=6 |recovery=18 |frameAdv=-5
  |startup=14 |active=6 |recovery=18 |frameAdv=-5
  |description=
  |description=
* Average 5H. Cancel it into a special or assist to make it safe
* Average 5H. Cancel it into a special or assist to make it safe.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=300 |guard=All
  |damage=300*1~6 |guard=All
  |startup=13 |active=1-51 |recovery=24 |frameAdv=-4
  |startup=13 |active=1-51 |recovery=24 |frameAdv=-4
  |description=
  |description=
* Can chain into itself up to 6 times
* Can chain into itself up to 6 times.
 
Can be useful for catching your opponent off-guard.
Can be useful for catching your opponent off-guard.
  }}
  }}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=L
  |damage=400 |guard=Low
  |startup=7 |active=3 |recovery=13 |frameAdv=-3
  |startup=7 |active=3 |recovery=13 |frameAdv=-3
  |description=
  |description=
* One of SSB Goku's lows
* One of SSB Goku's lows.
* Very short range.
* Very short range.
* Slower startup and longer recovery compared to 5L.  
* Slower startup and longer recovery compared to 5L.  
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=L
  |damage=700 |guard=Low
  |startup=10 |active=3 |recovery=18 |frameAdv=-5
  |startup=10 |active=3 |recovery=18 |frameAdv=-5
  |description=
  |description=
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  |startup=14 |active=3 |recovery=30 |frameAdv=-17
  |startup=14 |active=3 |recovery=30 |frameAdv=-17
  |description=
  |description=
* Universal anti-air
* Universal anti-air.
* Poor horizontal reach
* Poor horizontal reach.
 
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=High
  |startup=24 |active=6 |recovery=10 |frameAdv=0
  |startup=24 |active=6 |recovery=10 |frameAdv=0
  |description=
  |description=
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=H
  |damage=400 |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Short ranged normal. Mostly used during aerial blockstrings
* Short ranged normal. Mostly used during aerial blockstrings.
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=H
  |damage=700 |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Good air to air normal. Can cross the opponent up, if delayed enough.
* Good air to air normal. Can cross the opponent up, if delayed enough.
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring. 5LLMH2H,236L,Assist IAD j.H
Using an IAD and delaying this move will cause it to cross up your opponent. The best time to do this is at the end of a blockstring, e.g. 5LLMH2H, 236L, Assist, IAD j.M
  }}
  }}
}}
}}
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|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 [1000]|guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Great jump-in normal and combo starter
* [] is on Smash hit.
* Great jump-in normal and combo starter.
  }}
  }}
}}
}}
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  |startup=13 |active=1 |recovery=27 |frameAdv=-7
  |startup=13 |active=1 |recovery=27 |frameAdv=-7
  |description=
  |description=
 
* Does not halt air momentum. Good for covering an approach or a retreat. IAD j.S has much larger range than IAD j.H and is harder to 2H.  
* SSGSS Goku's j.S does not halt air momentum. Good for covering an approach or a retreat. IAD j.S has much larger range than IAD j.H and is harder to 2H.  
* Is special cancellable on block or hit. Can convert off j.S into a full combo if you have a beam assist. j.S 236L + Beam assist, SD for follow up.  
* j.S is special cancellable on block or hit. Can convert off j.S into a full combo if you have a beam assist. j.S 236L + Beam assist, SD for follow up.  
* Loses to super dashing, don't get reckless with 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.S still loses to super dashing, don't get reckless with it. Using this tactic occasionally and at the right timing is also key to making this option strong throughout the duration of the match.     
 
 
  }}
  }}
}}
}}
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  |startup=11 |active=4 |recovery=23 |frameAdv=-11
  |startup=11 |active=4 |recovery=23 |frameAdv=-11
  |description=
  |description=
* Average 2H. Doesn't have much use outside of combos
* Average j.2H. Doesn't have much use outside of combos.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
|input=236L/M/H
|input=236L/M/H (Air OK)
|name=Divine Void Strike
|name=Divine Void Strike
|data=
|data=
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  |description=
  |description=
* Has similar properties to a super dash while moving forward and will beat ki blasts  
* Has similar properties to a super dash while moving forward and will beat ki blasts  
* Generally used during a blockstring. 2H into 236L is a true blockstring.  
* Generally used during a blockstring. 2H into 236L is a true blockstring.
 
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= 17|active= 8|recovery= 24|frameAdv= -5
  |startup= 17|active= 8|recovery= 24|frameAdv= -5
  |description=
  |description=
* Good for extending combos in the corner
* Good for extending combos in the corner.
* Wall bounces
* Wall bounces.
* The M version travels forward a lot further than the L version at about 90% of the screen. However, startup is much longer.  
* The M version travels forward a lot further than the L version at about 90% of the screen. However, startup is much longer.  
* 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. Combos into DR after wallbounce for snapback.  
* 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. Combos into DR after wallbounce for snapback.  
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  |startup= 34|active= 8|recovery= 24|frameAdv= -5
  |startup= 34|active= 8|recovery= 24|frameAdv= -5
  |description=
  |description=
* Teleports and comes out of the other side of the screen
* Teleports and comes out of the other side of the screen.
* Wall bounces  
* Wall bounces.
* Does NOT track vertically
* Does NOT track vertically.
* Useful for mind games.
* Useful for mind games. Can cross up an opponent after a combo or punish people who are waiting for Instant Transmission.
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=L
  |version=L
  |damage=1000 |guard=Throw
  |damage=1000 [800] |guard=Throw [All]
  |startup= 26, 8|active= 2, 3|recovery= 18|frameAdv= -5
  |startup= 26, 8|active= 2, 3|recovery= 18|frameAdv= -5
  |description=
  |description=
* All versions can be converted into a combo midscreen by using Vanish or a combo extender assist like goku or vegeta
* Short ranged command grab.
* The followup will come out even if the initial command grab whiffs but you lose your turn after that.  
* The followup will come out even if the initial command grab whiffs, but you lose your turn after that.
* This can be used during a blockstring to mixup opponent. Needs to be covered by assist to be safe. Assist, 66L, 214L
* [] is the followup punch.
 
* This can be used during a blockstring to mixup opponent. Needs to be covered by assist to be safe, e.g. Assist, 66L, 214L.
* All versions can be converted into a combo midscreen by using Vanish or a combo extender assist like SSGoku or SSVegeta.
* The throw can't be comboed into unlike most throws in the game, but the whiff punch still can.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= 26|active= 2|recovery= 33|frameAdv=  
  |startup= 26|active= 2|recovery= 33|frameAdv=  
  |description=
  |description=
* [https://www.youtube.com/watch?v=oLenp1G-Ofo&feature=youtu.be A unique command grab that requires some setup]
* Teleports a short distance forward before the grabbox appears.
* Wall Bounces, allowing you to get a combo in the corner by linking 2M > 5M
* Won't overshoot the opponent, thus can be used as a ranged command grab.
* Better used as a replacement for a dragon rush against a cornered opponent.
* On whiff, won't do the followup punch.
* Use Dash + 2L/L/M (choose one) and then 214M. This looks like a normal blockstring that starts with L and is difficult to react to.  
* Wall bounces, allowing you to get a combo in the corner by linking 2M > 5M.
* A good alternative for Dragon Rush against a cornered opponent.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=H
  |version=H
  |damage=1200 |guard=Throw
  |damage=1200 [800] |guard=Throw [All]
  |startup= 26, 12|active= 2, 3|recovery= 18|frameAdv= -5
  |startup= 26, 12|active= 2, 3|recovery= 18|frameAdv= -5
  |description=
  |description=
* Gives a bigger wall bounce than the M version, allowing you to get a combo in the corner.
* Teleports a short distance forward before the grabbox appears.
* The followup will come out even if the initial command grab whiffs
* Won't overshoot the opponent, thus can be used as a ranged command grab.
 
* The followup will come out even if the initial command grab whiffs.
* [] is the followup punch.
* Gives a bigger wall bounce than the M version, allowing you to get a combo midscreen.
  }}
  }}
}}
}}
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  |startup= 15|active= 2+|recovery= 20|frameAdv= -3
  |startup= 15|active= 2+|recovery= 20|frameAdv= -3
  |description=
  |description=
* Doesn't knock the opponent down but causes a soft reset
* Doesn't knock the opponent down but causes a soft reset.
* Can be used as a combo ender to allow you to keep pressuring your opponent.
* Can be used as a combo ender to allow you to keep pressuring your opponent.
* Even though it doesn't knockdown, you still have frame advantage when you land.
* Even though it doesn't knockdown, you still have frame advantage when you land.
* Small frame disadvantage allows for risky pressure after block confirm.
* Small frame disadvantage allows for risky pressure after block confirm.
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |description=
  |description=
* Gives sliding knockdown but difficult to combo into.  
* Gives sliding knockdown but difficult to combo into.  
* It is possible to combo into this with vanish but timing is tricky, requiring an incredibly concise delay after the vanish, as well as an appropriate amount of air to input. Easiest to combo off of L Dragon Flash Kick into vanish while being high in the air
* It is possible to combo into this with vanish but timing is tricky, requiring an incredibly concise delay after the vanish, as well as an appropriate amount of air to input. Easiest to combo off of L Dragon Flash Kick into vanish while being high in the air.
 
Placeholder
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= 11|active= 2+|recovery= 20|frameAdv= -3
  |startup= 11|active= 2+|recovery= 20|frameAdv= -3
  |description=
  |description=
* Causes a sliding knockdown on hit
* Causes a sliding knockdown on hit.
* Good for getting a hard knockdown at the end of combos you normally wouldn't be able to.
* Good for getting a hard knockdown at the end of combos you normally wouldn't be able to.
* Has great corner carry, making it a good combo ender.
* Has great corner carry, making it a good combo ender.
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{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_InstantTransmission.png |caption= *pop*
|image=DBFZ_SSBGoku_InstantTransmission.png |caption= *pop*
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2= Just 2H
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2= ''"Over here!"''
|input=236S or 214S (Air OK)
|input=236S or 214S (Air OK)
|name=Instant Transmission
|name=Instant Transmission
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  |startup= 40|active= 3|recovery= 23|frameAdv= -5
  |startup= 40|active= 3|recovery= 23|frameAdv= -5
  |description=
  |description=
* 236S teleports behind the opponent
* 236S teleports behind the opponent.
* 214S teleports in front of the opponent. Startup for 214S is 5f faster than 236S.  
* 214S teleports in front of the opponent. Startup for 214S is 5f faster than 236S.  
* Can be converted into a combo by using Vanish
* Can be converted into a combo by using Vanish.
* Good for punishing people who spam kamehameha from long range.  
* Good for punishing people who spam kamehameha from long range.  
* Can be used as a left/right mixup in blockstring if covered by assist. You still need vanish to convert damage off it though. But unlike IAD j.H, this allows for a 50/50 as you can teleport to either side of opponent.  
* Can be used as a left/right mixup in blockstring if covered by assist. You still need vanish to convert damage off it though. But unlike IAD j.H, this allows for a 50/50 as you can teleport to either side of opponent.  
* Excellent gap closer to continue pressure after catching opponent blocking your assist.  
* Excellent gap closer to continue pressure after catching opponent blocking your assist.  
* Gives slight frame advantage on block if you mash light attack after. No frame advantage if you hit blocking opponent in air.
* Gives slight frame advantage on block if you mash light attack after. No frame advantage if you hit blocking opponent in air.
  }}
  }}
}}
}}
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* For corner combos, you can call this assist just before you land and super. Allows for continued pressure. Eg. After Gohan's Level 1.  
* For corner combos, you can call this assist just before you land and super. Allows for continued pressure. Eg. After Gohan's Level 1.  
* Can be used to combo 2 supers together. Eg. Holy Light Grenade from Goku Black, Trunk's Burning Attack, Bardock's Bionic Arm. You can also combo into Level 1 to Level 3 for Goku B and Bardock.  
* Can be used to combo 2 supers together. Eg. Holy Light Grenade from Goku Black, Trunk's Burning Attack, Bardock's Bionic Arm. You can also combo into Level 1 to Level 3 for Goku B and Bardock.  
* This assist is not useful as a combo extender or to control space in the neutral game as it is not designed for that.  
* This assist is not useful as a combo extender or to control space in the neutral game as it is not designed for that.
 
 
 
  }}
  }}
}}
}}
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Ground
  |version=Ground
  |damage=2050 |guard=All
  |damage=250*10 |guard=All
  |startup= 9+4|active= 45|recovery= 37|frameAdv= -20
  |startup= 9+4|active= 45|recovery= 37|frameAdv= -20
  |description=
  |description=
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  |header=no
  |header=no
  |version=Air
  |version=Air
  |damage=2050 |guard=All
  |damage=250*10 |guard=All
  |startup= 9+4|active= 45|recovery= 37|frameAdv= -20
  |startup= 9+4|active= 45|recovery= 37|frameAdv= -20
  |description=
  |description=
* Goku teleports before leaping into the air to fire off an angled Kamehameha. The Kamehameha causes a knockdown on hit.
* Goku teleports before leaping into the air to fire off an angled Kamehameha. The Kamehameha causes a sliding knockdown on hit.
 
* Minimum damage is 75*10.
* Depending on the distance between Goku and his opponent, Goku will try to reposition himself so that the move hits.
* Depending on the distance between Goku and his opponent, Goku will try to reposition himself so that the move hits.
  }}
  }}
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|image=DBFZ_SSBGoku_x10KaiokenKamehameha.png |caption='''''"KAIOKEN!"'''''
|image=DBFZ_SSBGoku_x10KaiokenKamehameha.png |caption='''''"KAIOKEN!"'''''
|image2=DBFZ_SSBGoku_x10KaiokenKamehameha2.png |caption2='''''"I'll finish this right now!"'''''
|image2=DBFZ_SSBGoku_x10KaiokenKamehameha2.png |caption2='''''"I'll finish this right now!"'''''
|image3=DBFZ_SSBGoku_EvolvedAttack.png |caption3="SOKO DA!"
|image3=DBFZ_SSBGoku_EvolvedAttack.png |caption3='''''"THERE YOU ARE!"'''
|input=214L+M or 214H+S
|input=214L+M or 214H+S
|name=x10 Kaioken Kamehameha
|name=x10 Kaioken Kamehameha
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  |version=Normal Attack
  |version=Normal Attack
  |damage=4220 |guard=All
  |damage=4220 |guard=All
|startup= 9+3|active= 5|recovery= 26|frameAdv= -15
|startup= 9+3|active= 5|recovery= 26|frameAdv= -15
  |description=
  |description=
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Evolved Attack
  |version=Evolved Attack
  |subtitle=Hold L+M or H+S during attack
  |subtitle=Hold any button on hit
  |header=off
  |header=off
  |damage=4220, 1710 |guard=
  |damage=1710 |guard=
  |startup= 9+3|active= 5|recovery= 26|frameAdv= -15
  |startup=|active=|recovery= 26|frameAdv= -15
  |description=
  |description=
* Pay 2 extra Ki bars to perform an extended attack.
* Pay 2 extra Ki bars to perform an extended attack.
* Deals 2390 minimum damage with 5 bars.
* Deals 2390 minimum damage with 5 bars.
* Acts as SSB Goku's only invincible reversal.
* Acts as SSB Goku's only invincible reversal.
* If you don't have an additional 2 bars, you can hold down a button to still change sides when he does the Kamehameha
* Hold down a button before the upward kick to change sides even if you don't have 2 bars. However there's no way to only switch side if you have enough bars as this will automatically do the followup.
 
:* Goku will switch sides if you hold a button when the initial attack alone will kill, but this is useless.
* Similarly, you can stay same side when doing Evolved Attack by start holding buttons after the upward kick instead of holding all the way through.
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.  
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.  
  }}
  }}
}}
}}
----
----
{{CharLinks-DBFZ|SSBGoku}}
{{CharLinks-DBFZ|SSBGoku}}

Revision as of 18:52, 14 January 2019

Son Goku (SSGSS)
DBFZ SSB Goku Portrait.png

Health:

Prejump:

Assist Cooldown:

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

Overview

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.

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 with 1 bar. j. 214H is an excellent corner carry that allows him to set up to his high damage combos.
  • 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.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ SSBGoku 5L.png
DBFZ SSBGoku 5LL.png
DBFZ SSBGoku 5LLL.png
UNGA
400 All - 6 4 11 - - 700 Low - 10 3 19 - - 1000 High - 26 3 18 - -
5M
5M
DBFZ SSBGoku 5M.png
700 All - 10 3 18 - -
5H
5H
DBFZ SSBGoku 5H.png
850 All - 14 6 18 - -
5S
5S
DBFZ SSBGoku 5S.png
300*1~6 All - 13 1-51 24 - -
2L
2L
DBFZ SSBGoku 2L.png
400 Low - 7 3 13 - -
2M
2M
DBFZ SSBGoku 2M.png
700 Low - 10 3 18 - -
2H
2H
DBFZ SSBGoku 2H.png
850 All - 14 3 30 - -
6M
6M
850 High - 24 6 10 - -
j.L
j.L
DBFZ SSBGoku jL.png
400 High - - -
j.M
j.M
DBFZ SSBGoku jM.png
700 High - - -
j.H
j.H
DBFZ SSBGoku jH.png
850 [1000] High - - -
j.S
j.S
DBFZ SSBGoku jS.png
Shades of Akuma
600 All - 13 1 27 - -
j.2H
j.2H
DBFZ SSBGoku j2H.png
850 All - 11 4 23 - -

Specials

Divine Void Strike
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...
900 All - 11 6 22 - - 1000 All - 17 8 24 - - 1100 All - 34 8 24 - -
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
"SIKE, GOTEM!" *smacc*
1000 [800] Throw [All] - 26, 8 2, 3 18 - - 1000 Throw - 26 2 33 - - 1200 [800] Throw [All] - 26, 12 2, 3 18 - -
Dragon Flash Kick
Dragon Flash Kick
j.214L/M/H
DBFZ SSBGoku DragonFlashKick.png
"Wait a sec... This isn't Flash Kick...!"
900 All - 15 2+ 20 - - 1000 All - 23 2+ 23 - - 1100 All - 11 2+ 20 - -
Instant Transmission
Instant Transmission
236S or 214S (Air OK)
DBFZ SSBGoku InstantTransmission.png
*pop*
DBFZ SSBGoku InstantTransmission-2.png
"Over here!"
900 All - 40 3 23 - -

Assist

Dragon Flash Kick
A1/A2 "GERONIMOOOOO!"
800 All - 34 7 40 - -

Supers

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!"
250*10 All - 9+4 45 37 - - 250*10 All - 9+4 45 37 - -
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!"
4220 All - 9+3 5 26 - - 1710 - 26 - -

Template:CharLinks-DBFZ Template:Navbar-DBFZ