DBFZ/SSB Goku: Difference between revisions

From Dustloop Wiki
(46 intermediate revisions by 5 users not shown)
Line 7: Line 7:
|-
|-
||
||
{{CharData-DBFZ
{{CharData-DBFZ|SSBGoku}}
|health=10,000
|jumpStartup=4F
|backdashTime=
|backdashInv=
}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Line 20: Line 15:
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|2}}
</div>
{{CharNav |charMainPage=DBFZ/SSB Goku
|videos=
|forums=
}}
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
<div style="height:200px; width:1px;">
  &nbsp;
</div>
</div>
==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 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 represents the greatest height of fighting prowess yet attainable by Saiyans.


In ''Dragon Ball FighterZ'', this version of Goku fights similarly to the original, but with strong attacks that can overwhelm his opponents, offsetting them with teleports 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.


===Strengths/Weaknesses===
===Strengths/Weaknesses===
Line 40: Line 27:
|- style="vertical-align:top;text-alighn:left"
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
| style="width: 50%;"|
* Strong 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
* 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.
* 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.  
Line 46: Line 33:
* 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.  
* Versatile supers, as they are very easy to combo into and deal high damage. Has level 5 finisher.
* 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.
| style="width: 50%;"|
| style="width: 50%;"|  
* j.214H is his only sliding knockdown finisher and requires meter.
* Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps.  
* Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps.  
* Little to no defensive options. His only reversal is expensive and is generally risky, making it unreliable.
* 5LLL overhead is very slow and can be punished. Requires assist or strong conditioning of opponents to use overhead as a usable mixup.
* 5LLL overhead is very slow. Requires assist or strong conditioning of opponents to use overhead as a solid mixup.
* Assist lacks versatility, as it generally cannot be used to extend combos. Usually only optimal as pressure tool and a combo ender.
* Assist lacks versatility, as it generally cannot be used to extend combos. Usually only optimal as pressure tool and a combo ender.
|-
|-
|}
|}
{{CharLinks-DBFZ|SSBGoku}}
<br clear=all/>
<br clear=all/>


Line 68: Line 54:
  |version=5L
  |version=5L
  |damage=400 |guard=All
  |damage=400 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=6 |active=4 |recovery=11 |frameAdv=-3
  |description=
  |description=
* Standard jab, and Goku's fastest normal.
* Standard jab, and Goku's fastest normal.
Line 88: Line 74:
  |version=5LL
  |version=5LL
  |damage=700 |guard=L
  |damage=700 |guard=L
  |startup= |active= |recovery= |frameAdv=
  |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
Line 98: Line 84:
  |version=5LLL
  |version=5LLL
  |damage=1000 |guard=H
  |damage=1000 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |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.
* 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.  
  }}
  }}
}}
}}
Line 111: Line 99:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=All
  |damage=700 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=10 |active=3 |recovery=18 |frameAdv=-5
  |description=
  |description=
* Moves forward a decent amount when using this attack.
* Moves forward a decent amount when using this attack.
Line 125: Line 113:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |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
Line 138: Line 126:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=300 |guard=All
  |damage=300 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |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
Line 153: Line 141:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=400 |guard=L
  |damage=400 |guard=L
  |startup= |active= |recovery= |frameAdv=
  |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 compared to 5L. 5L has 6f startup. 2L is 7f.  
* Slower startup and longer recovery compared to 5L.  
  }}
  }}
}}
}}
Line 168: Line 156:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=700 |guard=L
  |damage=700 |guard=L
  |startup= |active= |recovery= |frameAdv=
  |startup=10 |active=3 |recovery=18 |frameAdv=-5
  |description=
  |description=
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLMH instead to start combo.  
* Can combo into 5LL but has to be slightly delayed. If you have trouble with the timing, do 5LLMH instead to start combo.  
* 5LL2M is good for block strings to mixup the opponent because they are expecting an overhead from 5LLL autocombo. *  
* 5LL2M is good for block strings to mixup the opponent because they are expecting an overhead from 5LLL autocombo.  
* iAD j.S 2M has deceptively long range and can hit from almost full screen.
 
  }}
  }}
}}
}}
Line 182: Line 172:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=14 |active=3 |recovery=30 |frameAdv=-17
  |description=
  |description=
* Universal anti-air
* Universal anti-air
* Poor horizontal reach
  }}
  }}
}}
}}
Line 195: Line 187:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=H
  |damage=850 |guard=H
  |startup= |active= |recovery= |frameAdv=
  |startup=24 |active=6 |recovery=10 |frameAdv=0
  |description=
  |description=
* Universal Overhead
* Universal Overhead
Line 224: Line 216:
  |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. Unfortunately, it's hard to convert off of this move, since SSB Goku's other normals don't have great range.
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
  }}
  }}
}}
}}
Line 248: Line 240:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=600 |guard=All
  |damage=600 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=13 |active=1 |recovery=27 |frameAdv=-7
  |description=
  |description=
* Good for covering an approach or a retreat


A ki blasts fires downward at an angle. Unlike Super Saiyan Goku's j.S, SSGSS Goku's j.S does not halt his air momentum at all. This can be pretty useful when approaching because a well spaced IAD j.S can help cover an approach against a grounded opponent. Alternatively, a quick IABD j.S can help cover a retreat. j.S still loses to super dashing, don't get reckless with it or have an assist in use while using it. Using this tactic occasionally and at the right timing is also key to making this option strong throughout the duration of the match.     
* 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.
* 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.  
* 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.     
 
 
  }}
  }}
}}
}}
Line 263: Line 258:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=850 |guard=All
  |damage=850 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=11 |active=4 |recovery=23 |frameAdv=-11
  |description=
  |description=
* Average 2H. Doesn't have much use outside of combos
* Average 2H. Doesn't have much use outside of combos
Line 280: Line 275:
  |version=L
  |version=L
  |damage=900 |guard=All
  |damage=900 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= 11|active= 6|recovery= 22|frameAdv= -5
  |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.


  }}
  }}
Line 291: Line 285:
  |version=M
  |version=M
  |damage=1000 |guard=All
  |damage=1000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |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. 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.  
* 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.  
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 302: Line 296:
  |version=H
  |version=H
  |damage=1100 |guard=All
  |damage=1100 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |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.
  }}
  }}
}}
}}
Line 322: Line 315:
  |version=L
  |version=L
  |damage=1000 |guard=Throw
  |damage=1000 |guard=Throw
  |startup= |active= |recovery= |frameAdv=
  |startup= 26, 8|active= 2, 3|recovery= 18|frameAdv= -5
  |description=
  |description=
* All versions can be converted into a combo midscreen by using Vanish
* [https://www.youtube.com/watch?v=oLenp1G-Ofo&feature=youtu.be A unique command grab that requires some setup]
* The followup will come out even if the initial command grab whiffs
* All versions can be converted into a combo midscreen by using Vanish or a combo extender assist like goku or vegeta
 
* The followup will come out even if the initial command grab whiffs but you lose your turn after that.
Hard to use during a blockstring, since it will whiff from most distances.
* This can be used during a blockstring to mixup opponent. Needs to be covered by assist to be safe. Assist, 66L, 214L


  }}
  }}
Line 334: Line 327:
  |version=M
  |version=M
  |damage=1000 |guard=Throw
  |damage=1000 |guard=Throw
  |startup= |active= |recovery= |frameAdv=
  |startup= 26|active= 2|recovery= 33|frameAdv=  
  |description=
  |description=
* Wall Bounces, allowing you to get a combo in the corner by linking 2M > 5M
* Wall Bounces, allowing you to get a combo in the corner by linking 2M > 5M
 
* Better used as a replacement for a dragon rush against a cornered opponent.
Better used as a replacement for a dragon rush against a cornered opponent.
* 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.  
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
Line 344: Line 337:
  |version=H
  |version=H
  |damage=1200 |guard=Throw
  |damage=1200 |guard=Throw
  |startup= |active= |recovery= |frameAdv=
  |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.
* Gives a bigger wall bounce than the M version, allowing you to get a combo in the corner.
* The followup will come out even if the initial command grab whiffs
* The followup will come out even if the initial command grab whiffs


Placeholder
  }}
  }}
}}
}}
Line 362: Line 354:
  |version=L
  |version=L
  |damage=900 |guard=All
  |damage=900 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= 15|active= 2+|recovery= 20|frameAdv= -3
  |description=
  |description=
* Doesn't knock the opponent down
* 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.
* Small frame disadvantage allows for risky pressure after block confirm.


  }}
  }}
Line 373: Line 366:
  |version=M
  |version=M
  |damage=1000 |guard=All
  |damage=1000 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= 23|active= 2+|recovery= 23|frameAdv= -3
  |description=
  |description=
* Important points go here
* Gives sliding knockdown but difficult to combo into.
* It is possible to combo into this with vanish but timing is tricky. Easiest to combo off of L Dragon Flash Kick into vanish while being high in the air


Placeholder
Placeholder
Line 383: Line 377:
  |version=H
  |version=H
  |damage=1100 |guard=All
  |damage=1100 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |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.
  }}
  }}
}}
}}
Line 401: Line 394:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=900 |guard=All
  |damage=900 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |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
* 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.
Gives slight frame advantage on block, but the advantage is lost if the opponent is blocking in the air.
* 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.
* Gives slight frame advantage on block if you mash light attack after. No frame advantage if you hit blocking opponent in air.


  }}
  }}
Line 420: Line 415:
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=800 |guard=All
  |damage=800 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup=34 |active=7 |recovery=40 |frameAdv=
  |description=
  |description=
* Causes sliding knockdown
* [https://www.youtube.com/watch?v=jONsreLjKO4 Very niche assist] that gives a sliding knockdown on hit. Its purpose is to knockdown the opponent in certain types of combo, so that you can continue the pressure instead of allowing them to escape.
* Examples for this assist: Beam + Vanish combos, Super Dash Combos, 6M overhead + Assist + Super
* 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.
* This assist is not useful as a combo extender or to control space in the neutral game as it is not designed for that.
 


Placeholder


  }}
  }}
Line 441: Line 440:
  |version=Ground
  |version=Ground
  |damage=2050 |guard=All
  |damage=2050 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= 9+4|active= 45|recovery= 37|frameAdv= -20
  |description=
  |description=
  }}
  }}
Line 448: Line 447:
  |version=Air
  |version=Air
  |damage=2050 |guard=All
  |damage=2050 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |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 knockdown on hit.
Line 467: Line 466:
  |version=Normal Attack
  |version=Normal Attack
  |damage=4220 |guard=All
  |damage=4220 |guard=All
|startup= |active= |recovery= |frameAdv=
|startup= 9+3|active= 5|recovery= 26|frameAdv= -15
  |description=
  |description=
  }}
  }}
Line 475: Line 474:
  |header=off
  |header=off
  |damage=4220, 1710 |guard=
  |damage=4220, 1710 |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= 9+3|active= 5|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.
Line 486: Line 485:
}}
}}
----
----
{{CharLinks
{{CharLinks-DBFZ|SSBGoku}}
|charMainPage=DBFZ/SSB Goku
|videos=
}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Goku]]
[[Category: Goku]]

Revision as of 23:44, 12 August 2018

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 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. Usually only optimal 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 L - 10 3 19 - - 1000 H - 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 All - 13 1-51 24 - -
2L
2L
DBFZ SSBGoku 2L.png
400 L - 7 3 13 - -
2M
2M
DBFZ SSBGoku 2M.png
700 L - 10 3 18 - -
2H
2H
DBFZ SSBGoku 2H.png
850 All - 14 3 30 - -
6M
6M
850 H - 24 6 10 - -
j.L
j.L
DBFZ SSBGoku jL.png
400 H - - -
j.M
j.M
DBFZ SSBGoku jM.png
700 H - - -
j.H
j.H
DBFZ SSBGoku jH.png
850 H - - -
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
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
"PSYCH, GOT'EM!"
1000 Throw - 26, 8 2, 3 18 - - 1000 Throw - 26 2 33 - - 1200 Throw - 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 "Geronimo...!"
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
2050 All - 9+4 45 37 - - 2050 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
"TIMES 10!"
DBFZ SSBGoku EvolvedAttack.png
Discount Dragon Fist
4220 All - 9+3 5 26 - - 4220, 1710 - 9+3 5 26 - -

Template:CharLinks-DBFZ Template:Navbar-DBFZ