Son Goku (SSGSS) |
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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
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Normals
5L
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5M
5M |
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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. |
5H
5H |
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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. |
5S
5S |
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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. |
2L
2L |
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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. |
2M
2M |
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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. |
2H
2H |
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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. |
6M
6M |
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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. |
j.L
j.L |
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Goku does a jumping straight jab. Input as j.4LL to string together two j.L's in a row. |
j.M
j.M |
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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. |
j.H
j.H |
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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. |
j.S
j.S |
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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. |
j.2H
j.2H |
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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) |
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Super God Shock Flash
Super God Shock Flash 214L/M/H |
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Dragon Flash Kick
Dragon Flash Kick j.214L/M/H |
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Instant Transmission
Instant Transmission 236S or 214S (Air OK) |
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Assist
Dragon Flash Kick A1/A2 |
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Supers
Extreme Speed Kamehameha
Extreme Speed Kamehameha 236L+M or 236H+S (Air OK) |
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x10 Kaioken Kamehameha
x10 Kaioken Kamehameha 214L+M or 214H+S |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.