DBFZ/SSB Goku: Difference between revisions

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!Son Goku (SSGSS)
!Goku (SSGSS)
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{{#lsth:DBFZ/SSB Goku/Data|SystemData}}
{{#lsth:{{PAGENAME}}/Data|SystemData}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
;Play-style
:Rushdown, Mixup
:Rushdown, Mixup
;Team Role
:Point
|}
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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 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 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.
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* Excels at close range; he can open up opponents easily due to having access to several lows, teleports and command grabs.
* 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.  
* 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.
* 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.
* 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.  
* Pairs well with assists and/or sparking to give exceptional high damage combos.  
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* Assist lacks versatility, as it generally cannot be used to extend combos. It is mainly useful as pressure tool and a combo ender.
* 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.
* Really requires neutral assists to function well, as he doesn't really have the tools to reliably get in without them.
* There are 5 Gokus in this game.
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{{#lst:DBFZ/SSB Goku/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
<br clear=all/>
<br style="clear:both;"/>


==Normals==
==Normal Moves==
 
======<font style="visibility:hidden;font-size:0">5L</font>======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_5L.png |caption= As basic as basic gets.
|image2=DBFZ_SSBGoku_5LL.png |caption2= Mix-up Time
|image3=DBFZ_SSBGoku_5LLL.png |caption3= UNGA
|name=5L
|name=5L
|data={{AttackDataHeader-DBFZ|version=yes}}
|image=DBFZ_SSBGoku_5L.png |caption=
|image2=DBFZ_SSBGoku_5LL.png |caption2=
|image3=DBFZ_SSBGoku_5LLL.png |caption3=The online special
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/SSB Goku/Data|5L}}
{{#lsth:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Can be canceled into from itself, even on whiff.
Standard jab, and Goku's fastest normal.
* Jump cancelable on hit.
}}
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.
}}
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
{{#lsth:DBFZ/SSB Goku/Data|5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Hits low.
* Launches on hit.
* Can be canceled into from 5L, even on whiff.
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.
* Jump cancelable on hit.
 
* Auto-corrects on side-switch.
The large amount of untechable time combined with a low hitbox also allow SSB Goku to go for more unique combo routes.
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. Go to follow up after a vanish by dashing forward and whiffing 5L into 5LL.
}}
}}
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/SSB Goku/Data|5LLL}}
{{#lsth:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Hits overhead.
* 5LL > 5LLL has a massive gap in between.
* Can be canceled into from 5LL, even on whiff.
Very slow and highly telegraphed, requires either an assist or conditioning to be used effectively.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
|name=5M
|image=DBFZ_SSBGoku_5M.png |caption=
|image=DBFZ_SSBGoku_5M.png |caption=
|name=5M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|5M}}
{{#lsth:{{PAGENAME}}/Data|5M}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Jump cancelable on hit.
* Holding {{4}} reduces forward momentum and recovery.
* Inputting as 4M results prevents Goku from moving forward.
5M has really good range, even longer reach than 2M.
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.
 
}}
4M is the safest normal he has that also pushes the opponent just far enough mid blocktring that he can go for another 4M.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
{{MoveData
|name=5H
|image=DBFZ_SSBGoku_5H.png |caption=
|image=DBFZ_SSBGoku_5H.png |caption=
|name=5H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|5H}}
{{#lsth:{{PAGENAME}}/Data|5H}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Uses up Goku's Smash.
* Wall splats on Smash hit. Combos into SD.
* Wall bounces if Smash hasn't been used.
* Non-Smash only combos into SD in the corner.
* Can be followed up with Super Dash by pressing H again or H+S.
Used for block string and combo filler.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
======<font style="visibility:hidden;font-size:0">5S</font>======
{{MoveData
{{MoveData
|name=5S
|image=DBFZ_SSBGoku_5S.png |caption=
|image=DBFZ_SSBGoku_5S.png |caption=
|name=5S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|5S}}
{{#lsth:{{PAGENAME}}/Data|5S}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Can chain into itself up to 6 times.
* Mash or hold S to shoot all 6 Ki blasts.
* The sixth blast knocks the opponent back on grounded hit.
* Last Ki blast launches on 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.
This is his only grounded projectile, making it vital for his neutral game.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
======<font style="visibility:hidden;font-size:0">2L</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_2L.png |caption=The 2L the other Goku's wish they had.
|name=2L
|name=2L
|image=DBFZ_SSBGoku_2L.png |caption=Had to go SSGSS to learn how to poke toes
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|2L}}
{{#lsth:{{PAGENAME}}/Data|2L}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Hits low.
Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists.
* Can be canceled into from itself, even on whiff.
}}
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
======<font style="visibility:hidden;font-size:0">2M</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_2M.png |caption=
|name=2M
|name=2M
|image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|2M}}
{{#lsth:{{PAGENAME}}/Data|2M}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Hits low.
* Great range and very active hitbox.
* Sweeps opponents on hit.  
* Launches on hit.
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.
His third low. IAD j.S 2M has deceptively long range.
}}
 
This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
======<font style="visibility:hidden;font-size:0">2H</font>======
{{MoveData
{{MoveData
|name=2H
|image=DBFZ_SSBGoku_2H.png |caption=
|image=DBFZ_SSBGoku_2H.png |caption=
|name=2H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|2H}}
{{#lsth:{{PAGENAME}}/Data|2H}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Counts as airborne.
* Puts Goku airborne.
* Uses up Goku's Smash.
* Smash hit has more hitstun and combos into SD.
* Launches higher with more hitstun if Smash hasn't been used.
Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully.
* 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.
Smash hit can also combo into j.236S for a quick sides switch into SKD.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
|name=6M
|image=DBFZ_SSBGoku_6M.png |caption=
|image=DBFZ_SSBGoku_6M.png |caption=
|name=6M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|6M}}
{{#lsth:{{PAGENAME}}/Data|6M}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Counts as airborne.
* Counts as airborne.
* Uses the same hitboxes and hurtboxes of Goku's j.H.
* Uses the same hitboxes and hurtboxes as 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.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
======<font style="visibility:hidden;font-size:0">j.L</font>======
{{MoveData
{{MoveData
|name=j.L
|image=DBFZ_SSBGoku_jL.png |caption=
|image=DBFZ_SSBGoku_jL.png |caption=
|name=j.L
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|j.L}}
{{#lsth:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Double jump cancelable.
Standard air jab.
* Can cancel into itself.
}}
Goku does a jumping straight jab. Input as j.4LL to string together two j.L's in a row.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
{{MoveData
|name=j.M
|image=DBFZ_SSBGoku_jM.png |caption=
|image=DBFZ_SSBGoku_jM.png |caption=
|name=j.M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|j.M}}
{{#lsth:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Double jump cancelable.
This is his best cross-up jump-in after an IAD, though j.H is better for most other situations.
* Can Reverse Beat back to j.L.
}}
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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
{{MoveData
|name=j.H
|image=DBFZ_SSBGoku_jH.png |caption=
|image=DBFZ_SSBGoku_jH.png |caption=
|name=j.H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5LLLLLLL}}
{{#lsth:DBFZ/SS Goku/Data|5LLLLLLL}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|j.H}}
{{Description|8|text=
* Wall bounces on Smash hit.
}}
{{AttackVersion|name=j.H}}
{{#lsth:DBFZ/SS Goku/Data|j.H}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|8|text=
* [] is on Smash hit.
* Smash hit causes sliding knockdown.
* Knock-down state changes depending on Goku's usage of his Smash.
Go-to jump in. As a combo tool however, it gets overshadowed by j.214X.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
======<font style="visibility:hidden;font-size:0">j.S</font>======
{{MoveData
{{MoveData
|name=j.S
|image=DBFZ_SSBGoku_jS.png |caption=Shades of Akuma
|image=DBFZ_SSBGoku_jS.png |caption=Shades of Akuma
|name=j.S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|j.S}}
{{#lsth:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
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.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
======<font style="visibility:hidden;font-size:0">j.2H</font>======
{{MoveData
{{MoveData
|name=j.2H
|image=DBFZ_SSBGoku_j2H.png |caption=
|image=DBFZ_SSBGoku_j2H.png |caption=
|name=j.2H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|j.2H}}
{{#lsth:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Double jump cancelable.
* Smash hit has more hitstun and combos into SD.
* Uses up Goku's Smash.
Basic air launcher. Similar to 2H, Smash j.2H can also combo into j.236S.
* 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==
==Special Moves==
 
======<font style="visibility:hidden;font-size:0">Divine Void Strike</font>======
====== <font style="visibility:hidden" size="0">Divine Void Strike</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= Are we SURE Ginyu didn't swap bodies again? It looks awfully familiar...
|name=Divine Void Strike
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
|name=Divine Void Strike
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption=Original move
|data={{AttackDataHeader-DBFZ|version=yes}}
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{Description|8|text=
{{#lsth:DBFZ/SSB Goku/Data|236L}}
* Removes other landing recovery.
}}
{{AttackVersion|name=Ground L}}
{{#lsth:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SSB Goku/Data|j.236L}}
{{#lsth:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Deflects ki blasts.
* Deflects Ki blasts from frame 4.
* Goes half screen.
* Goes almost half screen.
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.
A safe blockstring ender and a great combo filler, used in Goku's advanced combos.
}}
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=Ground M}}
{{#lsth:DBFZ/SSB Goku/Data|236M}}
{{#lsth:{{PAGENAME}}/Data|236M}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/SSB Goku/Data|j.236M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Deflects ki blasts.
* Deflects Ki blasts from frame 4.
* Goes three quarters of the screen.
* Goes 75% of the screen.
* Uses up Goku's Smash.
* Smash hit corner splats.
* Wall bounces in the corner if Smash hasn't been used.
* 5MMM version corner bounces on Smash hit.
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. It's slight speed buff allows it to be used as a frame trap of sorts in combos, as it will always beat 6F buttons if used in a blockstring.  
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.
{{AttackVersion|name=H}}
}}
{{#lsth:DBFZ/SSB Goku/Data|236H}}
{{AttackVersion|name=Ground H}}
{{#lsth:{{PAGENAME}}/Data|236H}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/SSB Goku/Data|j.236H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Teleport side switch on start-up.
* Deflects Ki blasts from frame 1.
* Has no vertical tracking.
* Teleports forward to the other wall, then charges backward.
* Deflects ki blasts.
* Goes fullscreen. Air version has slight vertical tracking.
* Goes half screen.
* Wall bounces on Smash hit.
* Uses up Goku's Smash.
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.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Super God Shock Flash</font> ======
======<font style="visibility:hidden;font-size:0">Super God Shock Flash</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption= "Hey, what's that on your shirt?"
|name=Super God Shock Flash
|image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2= "SIKE, GOTEM!" *smacc*
|input=214L/M/H
|input=214L/M/H
|name=Super God Shock Flash
|image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption="Hey, what's that on your shirt?"
|image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2='''TICK THROW'''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-  
{{!}}-
{{Description|8|text=
* 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.
}}
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:DBFZ/SSB Goku/Data|214L}}
{{#lsth:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* [] is the follow-up.
* Stays in place. If the grab whiffs, does a short ranged punch as followup.
* Teleports and punches after the grab on whiff.
* On hit, the grab knocks the opponent away into a SKD, while the punch only launches them.
* Only uses up Goku's Smash if the grab connected.
The only 17f (note: unreactable) command grab that can be converted into a combo with resources. Thought it can't connect mid-blockstring and requires a microdash.
* 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.
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/SSB Goku/Data|214M}}
{{#lsth:{{PAGENAME}}/Data|214M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* No follow-up on whiff.
* Teleports a short distance forward before the grab.
* Teleports forward before the grab.
* Smash hit wall bounces.
* Uses up Goku's Smash if the grab connected.
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.
* 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.
}}
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/SSB Goku/Data|214H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* [] is the follow-up.
* Has the range of 214M and the safe punch of 214L.
* Teleports forward twice, once before the grab and again before the punch if the grab whiffed.
* Smash hit wall bounces.
* Only uses up Goku's Smash if the grab connected.
Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than 214M.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Dragon Flash Kick</font> ======
======<font style="visibility:hidden;font-size:0">Dragon Flash Kick</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_DragonFlashKick.png |caption= "Wait a sec... This isn't Flash Kick...!"
|name=Dragon Flash Kick
|input=j.214L/M/H
|input=j.214L/M/H
|name=Dragon Flash Kick
|image=DBFZ_SSBGoku_DragonFlashKick.png |caption="Wait a sec... This isn't Flash Kick...!"
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-  
{{!}}-
{{AttackVersion|name=L}}
{{AttackVersion|name=L}}
{{#lsth:DBFZ/SSB Goku/Data|j.214L}}
{{#lsth:{{PAGENAME}}/Data|j.214L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Knocks down on hit.
* Reels back a tiny bit before diving 45 degree downward.
Goku does a quick dive kick diagonally downward, '''giving 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.
* 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.
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/SSB Goku/Data|j.214M}}
{{#lsth:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{Description|7|text=
* 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.
}}
{{!}}-
{{!}}-
{{Description|8|text=
* 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.
}}
{{AttackVersion|name=H}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/SSB Goku/Data|j.214H}}
{{#lsth:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Sliding knockdown on hit.
* 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.
Goku does a quick dive kick diagonally downward, afterwards he will perform an automatic combo. 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.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Instant Transmission</font> ======
======<font style="visibility:hidden;font-size:0">Instant Transmission</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_InstantTransmission.png |caption= *pop*
|name=Instant Transmission
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2= ''"Over here!"''
|input=236S or 214S (Air OK)
|input=236S or 214S (Air OK)
|name=Instant Transmission
|image=DBFZ_SSBGoku_InstantTransmission.png |caption=*pop*
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2=''"Over here!"''
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=236S|subtitle=or j.236S}}
{{AttackVersion|name=236S|subtitle=or j.236S}}
{{#lsth:DBFZ/SSB Goku/Data|236S}}
{{#lsth:{{PAGENAME}}/Data|236S}}
{{!}}-
{{!}}-
{{AttackVersion|name=214S|subtitle=or j.214S}}
{{AttackVersion|name=214S|subtitle=or j.214S}}
{{#lsth:DBFZ/SSB Goku/Data|214S}}
{{#lsth:{{PAGENAME}}/Data|214S}}
{{!}}-
{{Description|8|text=
* 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==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
{{MoveData
|name=Dragon Flash Kick
|input=Assist A
|image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption=''"GERONIMOOOOO!"''
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* 236S teleports behind the opponent.
* Has some slight horizontal tracking.
* 214S teleports in front of the opponent.
* Ground bounce into sliding knockdown on hit.
* Front teleport is 5f faster than back teleport.
Incredibly niche assist. Can be used to give sliding knockdowns post-Down Smash like after a short Super. It's also pretty decent in blockstring, but the slow startup and the space it covers are detriments to its usage in neutral.
* Uses up Goku's Smash.
}}
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.
}}
}}
}}


==Assist==
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption= ''"GERONIMOOOOO!"''
|name=L Divine Void Strike
|input=A1/A2
|input=Assist B
|name=Dragon Flash Kick
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SSB Goku/Data|A1/A2}}
{{#lsth:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{!}}-
{{Description|6|text=
{{Description|7|text=
* Sliding knockdown on hit.
* May or may not deflect Ki Blasts.
* Only assist in the game that can provide slide knockdowns.
* May or may not launch on hit.
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.
SSGSS Goku performs a basic strike assist.
}}
}}
}}
}}
======<font style="visibility:hidden;font-size:0">Assist C</font>======
{{MoveData
|name=Teleportation
|input=Assist C
|image=DBFZ_SSBGoku_???.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{Description|7|text=


==Supers==
}}
}}


====== <font style="visibility:hidden" size="0">Extreme Speed Kamehameha</font> ======
==Super Moves==
======<font style="visibility:hidden;font-size:0">Extreme Speed Kamehameha</font>======
{{MoveData
{{MoveData
|name=Extreme Speed Kamehameha
|input=236L+M or 236H+S (Air OK)
|image=DBFZ_SSBGoku_ExtremeSpeedKamehameha.png |caption=''"You're finished!"''
|image=DBFZ_SSBGoku_ExtremeSpeedKamehameha.png |caption=''"You're finished!"''
|image2=DBFZ_SSBGoku_ExtremeSpeedKamehameha-2.png |caption2="EYAAAAH!"
|image2=DBFZ_SSBGoku_ExtremeSpeedKamehameha-2.png |caption2="EYAAAAH!"
|input=236L+M or 236H+S (Air OK)
|data=
|name=Extreme Speed Kamehameha
|data=  
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-  
{{!}}-  
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SSB Goku/Data|236HS}}
{{#lsth:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/SSB Goku/Data|j.236HS}}
{{#lsth:{{PAGENAME}}/Data|j.236LM}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Counts as airborne.
* Doing raw, ground version will slightly adjust position for that it hits, air version stays still.
* Sliding knockdown on hit.
* 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.
* Minimum damage is 75*10 (750).
* Last hit causes sliding knockdown.
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.
* 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.
}}
}}
}}


====== <font style="visibility:hidden" size="0">x10 Kaioken Kamehameha</font> ======
======<font style="visibility:hidden;font-size:0">x10 Kaioken Kamehameha</font>======
{{MoveData
{{MoveData
|name=x10 Kaioken Kamehameha
|input=214L+M or 214H+S
|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='''''"THERE YOU ARE!"'''
|image3=DBFZ_SSBGoku_EvolvedAttack.png |caption3='''''"THERE YOU ARE!"'''
|input=214L+M or 214H+S
|name=x10 Kaioken Kamehameha
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Normal Attack}}
{{AttackVersion|name=Normal Attack}}
{{#lsth:DBFZ/SSB Goku/Data|214HS}}
{{#lsth:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Evolved Attack|subtitle=Hold any button on hit}}
{{AttackVersion|name=Evolved Attack|subtitle=Hold L/M/H/S on hit}}
{{#lsth:DBFZ/SSB Goku/Data|214[HS]}}
{{#lsth:{{PAGENAME}}/Data|214[LM]}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Invulnerable on start-up.
* Hits fullscreen.
* Hold a button to pay 2 extra Ki bars to perform a follow-up attack.
* 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.
* Holding down a button after the upward kick when 2 extra bars are available prevents a side switch.
* Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659.
* Holding down a button before the upward kick results in a side switch, even if 2 extra bars are unavailable.
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.
* 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.
}}
}}
}}


==Navigation==
==Navigation==
{{#lsth:DBFZ/SSB Goku/Data|Links}}
{{#lsth:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/SSB Goku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Goku]]
[[Category:Goku]]

Revision as of 19:38, 21 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


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

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

This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves.

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, 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 can't connect mid-blockstring and requires a microdash.

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.
  • Ground bounce into sliding knockdown on hit.

Incredibly niche assist. Can be used to give sliding knockdowns post-Down Smash like after a short Super. It's also pretty decent in blockstring, but the slow startup and the space it covers are detriments to its usage in neutral.

Assist B
L Divine Void Strike
Assist B
DBFZ SSBGoku DivineVoidStrike.png
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


  • May or may not deflect Ki Blasts.
  • May or may not launch on hit.

SSGSS Goku performs a basic strike assist.

Assist C
Teleportation
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