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.
Really requires neutral assists to function well, as he doesn't really have the tools to reliably get in without them.
Standard jab, and Goku's fastest normal. Used to contest an opponent's pressure and to continue combos when no other attack would be fast enough to pick up.
5LL
5LLnormal
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
Hits low.
Can be canceled into from 5L, even on whiff.
Jump cancelable on hit.
Auto-corrects on side-switch.
Goku moves forward and kicks low to the ground. Strong normal in pressure thanks to the fact that it hits low and can cancel into another low (2M), an overhead (5LLL or 6M), a grab (214X), or a side switch (236S or 236H). Jump canceling allows for even more options such jump-in overhead (IAD j.H), empty jump-in low (2L), or a cross-up (IAD j.M). In combos, the large amount of untechable time, jump cancel property, and medium-like scaling makes this move vital for Goku's most damaging routes. Can combo into 2M but only by slightly delaying the input. Go to follow up after a vanish by dashing forward and whiffing 5L into 5LL.
5LLL
5LLLnormal
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
Hits overhead.
Can be canceled into from 5LL, even on whiff.
Auto-corrects on side-switch.
Uses up Goku's Smash. Always Smashes even if his Smash was already used.
Can be followed up with Super Dash by pressing L again or H+S.
Completing an air autocombo after this move results in a Dynamic hit.
When all other characters are down, this move is Goku's Guard Cancel attack.
Goku attacks with a axe kick. Very slow and highly telegraphed which makes it easy to interrupt with attacks or deflects, requiring either an assist or conditioning to be used effectively. Powerful combo tool thanks to its forced Smash property, something Goku needs as many of his other attacks consume his Smash. Must be used immediately after 5LL successfully hits or the opponent will touch ground and be able to tech.
Inputting as 4M results prevents Goku from moving forward.
Goku steps forward and does a spinning back hand. Its controllable range, cancel options, and safety on block makes this move a good button in neutral. Used in combos to convert either 5LL or 5M into an air combo without using his Smash.
Can be followed up with Super Dash by pressing H again or H+S.
When all other characters are down, this move is Goku's Guard Cancel attack.
Goku does a sidekick, which counts as a Smash and sends opponents flying horizontally. Outside of using the Smash version for corner carry, 5H is used for block string and combo filler.
Each P in active frames represents a projectile spawned
Can chain into itself up to 6 times.
The sixth blast knocks the opponent back on grounded hit.
Can confirm into a full combo by using vanish. Be careful when using Ki Blasts in neutral, as they can be deflected by Superdashes or by super armored moves. This is Goku Blue's only grounded projectile making it vital for his neutral game.
Goku jabs at the ground. Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists. Slower startup and longer recovery compared to 5L so avoid using it raw in neutral.
Goku crouches and does a sidekick. Is the third low he has and the only one that can be used in the middle of a block string. Using this move to go low after 5LL can catch opponents expecting the 5LLL overhead. IAD j.S into 2M upon landing has deceptively long range and can hit from almost full screen. Can connect from 5LL but has to be slightly delayed, but only if hitstun hasn't scaled too much.
Launches higher with more hitstun if Smash hasn't been used.
Can be followed up with Super Dash by pressing H again or H+S.
Used at the end of Goku's grounded Dragon Rush if it connects in neutral.
Goku does a leaping uppercut. Go to anti-air, though since it has a firmly vertical hitbox and a large amount of endlag it should be used carefully. The Smash version can combo into Instant Transmission though this is hardly optimal.
Uses the same hitboxes and hurtboxes of Goku's j.H.
Goku does a short hop and slams down with both arms. Universal overhead that requires an assist or Sparking Blast to confirm into a combo. Not as useful on paper as 5LLL as it has meterless conversions, is special cancelable, and uses assists to cover the start-up rather than to convert into a combo. However, this move can be used freely and much later into block strings, making it easier to surprise opponents. Has some low invincibility.
Goku does a jumping sidekick. This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. Inputting j.M as j.LL will prevent Goku from doing a second j.L but in exchange will grant him additional height, useful for confirming into j.S. Use j.M instead of j.LL to prevent an attack following a double jump from whiffing due to over-shooting.
Knock-down state changes depending on Goku's usage of his Smash.
Dynamic hit wall-bounces in the corner and provides one random Dragon Ball.
Used at the end of Goku's air Dragon Rush if it connects mid-combo.
Goku does a two-handed overhead smash. This is his best jump-in and cross-up tool, as well as his best damaging and scaling air normal for starting ground combos. This move will only provide a sliding knockdown if the move that used Goku's Smash was a 2H, j.2H, or 5LLL which can be difficult to do seeing as many of Goku Blue's specials consume his Smash. If j.H would have produced a sliding knockdown connects but the combo is then extended (like through a vanish), then all knockdowns (except those provided by supers) will be soft knockdowns.
Goku fires a downward ki blast. Doesn't halt air momentum making it good for covering an approach or a retreat, especially since projectiles can still hit through air invincible attacks. Allows Goku to combo into either Light Dragon Flash Kick to bring airborne opponents closer to the ground after a 2H/j.2H for vanish combos or Heavy Dragon Flash Kick for a sliding knockdown anywhere on the screen. Like with 5S this projectiles can be deflected by Superdashes and super armored moves so be careful when throwing out ki blasts in neutral.
Launches higher with more hitstun if Smash hasn't been used yet.
Can be followed up with Super Dash by pressing H again or H+S.
Used at the end of Goku's air Dragon Rush if it connects in neutral.
Goku does an upward kick that, unlike his other air normals, is not an overhead. Used to launch opponents during air combos and to extend them if Goku's Smash has been used and his double jump hasn't. The Smash version can combo into Instant Transmission though this is hardly optimal.
Specials
Divine Void Strike
Divine Void Strike 236L/M/H (Air OK)
Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
Goku charges forward with an elbow thrust. Generally used to safely end block strings or to tack on extra damage before using a vanish anywhere or a super in the corner.
M
236MM Divine Void Strikespecial
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
j.M
j.236MAir M Divine Void Strikespecial
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
Deflects ki blasts.
Goes three quarters of the screen.
Uses up Goku's Smash.
Wall bounces in the corner if Smash hasn't been used.
Goku charges forward with an elbow thrust. Has more start-up but covers more distance than the light version. In the corner, the wall bounce can be used to combo into 2M for extensions or into Dragon Rush meterless solo snapbacks. If the opponent is high enough and Goku is on the ground, he can whiff 5L to combo into 5LL and 5LLL for the forced Smash.
H
236HH Divine Void Strikespecial
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
j.H
j.236HAir H Divine Void Strikespecial
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
Teleport side switch on start-up.
Has no vertical tracking.
Deflects ki blasts.
Goes half screen.
Uses up Goku's Smash.
Wall bounces if Smash hasn't been used.
Goku teleports behind the opponent before charging forward with an elbow thrust. Unlike Instant Transmission, this move will not immediately adjust to side switches that occur by jumping over opponents without using an air dash and running under opponents, meaning that for a brief moment Goku can warp to the edge of the side he is currently on and charge from there. While this seems like a strong mix-up, Instant Transmission can do this anywhere on the screen, gives him a frame advantage on block, and doesn't consume any resources, all at the cost of only slightly less damage. The only advantage this move has over Instant Transmission is a lack of vulnerability to anti-airs, so use that instead for left-right mix-ups.
Teleport frames 33-35, no counterhit state during recovery
[] is the follow-up.
Teleports and punches after the grab on whiff.
Only uses up Goku's Smash if the grab connected.
Grab only hits grounded opponents who aren't in blockstun or hitstun.
Goku presses his fingers forward, warps a short distance forward, and performs a one-inch punch. Short ranged command grab followed by an attack that is safe on block. Used in block strings to throw opponents using a move that is both fast and can be used mid-block string. Needs meter or an assist to convert a successful hit into a combo, regardless of where on the screen it was used or what attack connected first. Can be used in used in corner combos after 5LL and can be continued into 5L.
M
214MM Super God Shock Flashspecial
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
No follow-up on whiff.
Teleports forward before the grab.
Uses up Goku's Smash if the grab connected.
Wall bounces in the corner.
Grab only hits grounded opponents who aren't in blockstun or hitstun.
Goku warps a moderate distance forward and presses his fingers forward, attacking with a one-inch punch if he touches an opponent. The initial warp gives this more range but the lack of a follow-up makes this move unsafe if the grab whiffs. In the corner, the wall bounce can be used for meterless conversions, most notably into his grounded auto combo, though 5L must be delayed as late as possible for it to continue into 5LLL for the forced Smash.
H
214HH Super God Shock Flashspecial
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
[] is the follow-up.
Teleports forward twice, once before the grab and again before the punch if the grab whiffed.
Only uses up Goku's Smash if the grab connected.
Only wall bounces if the grab connected.
Grab only hits grounded opponents who aren't in blockstun or hitstun.
Goku warps a moderate distance forward and presses his fingers forward, warps again a short distance forward, and performs a one-inch punch. Combines both the start-up warp of the medium version with the follow-up warp punch of the light version. This version also deals more damage on a successful grab and has a larger wall bounce for combo extension, notably into 5LL to 5LLL by whiffing 5L so Goku can get another Smash. The whiff follow-up has more start-up than the light version so don't use the heavy version mid-combo.
Goku does a quick dive kick diagonally downward. Even though it doesn't cause a sliding knockdown Goku will still have frame advantage, allowing for continued pressure and thus is his go-to combo ender. Assists allow Goku to use this move to close the distance and start his pressure while being safe on block to boot. However, this move is vulnerable to anti-airs so don't use it recklessly.
M
j.214MM Dragon Flash Kickspecial
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
-
-
-
-
-
-
Sliding knockdown on hit.
Goku does a slow start-up dive kick diagonally downward. This move is difficult to combo into, usually necessitating either an assist or a vanish. The timing is tricky however, requiring a precise delay after the vanish as well adequate height to allow the opponent to fall far enough so that Goku can catch them with this dive kick. Dragon Rush can be used in a greater variety of situations while providing better damage, meter gain, and oki so use that instead.
H
j.214HH Dragon Flash Kickspecial
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
-
-
-
-
Sliding knockdown on hit.
Goku does a quick dive kick diagonally downward. Fastest start-up, highest damage, and furthest corner carry of the three versions while also providing a sliding knock down. Used to end combos, even highly scaled ones, either for oki or to go into Goku's level 3 super.
Goku teleports either in front of or behind the opponent and delivers a spin kick. The input used decides what side Goku warps to. Used to get close to opponents and either punish careless zoning or reset pressure with its positive on standing block property, though this only works if you use an attack to cancel the endlag. Its still safe on air block but it isn't advantageous so don't press your luck when that happens. In block strings, use this move to force a left-right mix-up though assists will be needed to cover the start-up. Successful hits can be converted into a combo by using vanishes or assists mid-screen or by hitting the opponent into the wall when near the corner.
Only assist in the game that can provide slide knockdowns.
Goku warps in, jumps, and does a quick dive kick diagonally downward. Niche assist due to its moderate start-up, low active frames, poor range, and inability to extend conventional combos. Can be used for neutral and pressure but its poor blockstun prevents this assist from adequately locking down opponents. Mostly used to give sliding knockdowns to point characters who struggle to get them. However, as most other assists give the point character time to combo into Dragon Rush for a sliding knockdown anyway, this move's main selling point is redundant at best. This only remaining value this assist has is to provide sliding knockdowns after short duration supers that don't already have them by calling for it right before using a super. Very fast supers (such as Adult Gohan's Potential Unleashed or Bardock's Saiyan Spirit) can use the sliding knockdown to do a second super but successive self supers scale heavily and are generally a waste of meter. Overall, Goku Blue's horrible assist highlights the need to place him as a team's lead, which is where he does best.
Supers
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK)
Goku teleports into the air to fire off an angled downward Kamehameha. Where he warps depends on how the super is used. If Goku is on the ground, then he will teleport upward a short distance and adjust himself either forward or backward so that it can always hit grounded opponents. In the air, Goku will only ever adjust backward, otherwise he will launch it from where he currently is without warping. This super's primary functions are to add to a combo's damage and to get a sliding knockdown, something that Goku Blue normally struggles to get.
Hold a button to pay 2 extra Ki bars to perform a follow-up attack.
Holding down a button after the upward kick when 2 extra bars are available prevents a side switch.
Holding down a button before the upward kick results in a side switch, even if 2 extra bars are unavailable.
It is impossible to trigger the side switch without using the follow-up if 2 extra bars are available.
Minimum damage is 1759, add 900 if 5 bars are used for a new total of 2659.
Goku powers up with Kaioken before rushing forward and throwing a punch. If he hits, he will proceed to pummel the opponent before launching them into the air for a Kamehameha. Can side switch depending on when a button is held during the attack animation. Does good damage on its own with the 2 bar follow-up raising the damage even higher. Note that two level 1 supers will beat the damage of the extension so only use it if Ultimate Z changes are unavailable or if you have already used Ultimate Z changes and there is extra meter to spare. Goku Blue's only invincible reversal which while powerful is very expensive and highly punishable so use it with caution.
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.