DBFZ/SS Goku

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Son Goku (Super Saiyan)
DBFZ SS Goku Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

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

Overview[edit]

Born "Kakarot", Son Goku was sent to Earth shortly before the Saiyan race was driven to extinction by Frieza. Found and cared for by martial artist Son Gohan, and brought up by the Turtle Hermit, Master Roshi, Goku would eventually grow into a young man, with both a burning passion for testing his might against other fighters and a strong sense of justice. Time and again, when Earth fell under siege from threats, Goku rose to the occasion, pushing himself to greater heights of power as he protects the world that became his home and the people closest to him.

In Dragon Ball FighterZ, Super Saiyan Goku is a well rounded character. He has buttons with good reach, his specials and their variants provide additional neutral, mixup and combo extension options and his Super Kamehameha is very flexible, making it easy to combo into from any situation. If you're new to fighting games and are looking for a beginner-friendly character, or you're a veteran looking for a solid character to round out your team, Super Saiyan Goku is a good option to consider.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Versatile; he has all of the tools to deal and adapt to just about any situation.
  • 236L is a versatile move. Can be used to end nearly any conversion into a meterless sliding knockdown. Can also be used as pressure as it is a fast overhead.
  • Projectiles cover a variety of angles.
  • Great solo damage; can make great use of wall bounce and can use meter to extend his combos, including a solo double super, which results in a significant boost in damage.
  • Versatile assist; can be used to extend combos or to pressure opponents.
  • Makes good use out of sparking with Ki blast loops; allows for corner carry and very high meter gain.
  • Generally a very honest character, not many gimmicks. Requires strong conditioning and assist usage to open up opponents with competent defense.
  • One low (2M); makes his high-low mixup game very weak.
  • Little to no defensive options. His only reversal is very expensive, generally making it risky to use.


Normals[edit]

5L[edit]
5L
DBFZ SSGoku 5L.png
DBFZ SSGoku 5LL.png
DBFZ SSGoku 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 3 - -3
  • Goku does a short jab.
5LL 700 All - 3 - -4
  • Goku does a gut punch.
5LLL 1000 All - 18 - -5
  • Goku does a roundhouse. Autocombos into super dash.
  • Has an interesting property where the hitbox reaches behind Goku.


5M[edit]
5M
DBFZ SSGoku 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 9 17 - -7
  • Goku steps forward and does an elbow strike upwards, striking mid.

A solid mid, can clash with super dash if timed well.


5H[edit]
5H
DBFZ SSGoku 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 22 - -8

Goku does a sidekick, counts as a smash and sends them flying sideways. Can be followed up with Super dash by pressing H again or H+S.


5S[edit]
5S
DBFZ SSGoku 5S.png
Damage Guard Startup Active Recovery Frame Adv.
300 All 13 - - -4

Goku shoots a ki blast. Can be repeated up to six times.

  • 6th blast causes soft KD on grounded hit


2L[edit]
2L
DBFZ SSGoku 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 6 10 - -3

Goku crouches and jabs.


2M[edit]
2M
DBFZ SSGoku 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 10 17 - -5

Goku crouches and does a sidekick.


2H[edit]
2H
DBFZ SSGoku 2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Goku does a leaping uppercut upwards.

Go to anti-air. Has a firmly vertical hitbox, however.

2S[edit]
2S
DBFZ SSGoku 2S.png
Damage Guard Startup Active Recovery Frame Adv.
- All 13 - - -1
  • Goku shoots a ki blast upwards
  • After a Kamehameha Vanish confirm, do 2M>2S>Superdash for an optimal confirm.


6M[edit]
6M
DBFZ SSGoku 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 6 10 0

Universal overhead. Goku hops and does a two-handed overhead smash. Has some low invincibility.


j.L[edit]
j.L
DBFZ SSGoku jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -

Goku does a jumping straight jab.


j.M[edit]
j.M
DBFZ SSGoku jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -

Goku does a jumping sidekick.


j.H[edit]
j.H
DBFZ SSGoku jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -

Goku does a two-handed overhead smash.


j.S[edit]
j.S
DBFZ SSGoku jS.png
Damage Guard Startup Active Recovery Frame Adv.
600 All - - - -

Goku fires a downward ki blast. Allows Goku to combo into air L Dragon Flash Fist for a sliding knockdown anywhere on the screen.


j.2H[edit]
j.2H
DBFZ SSGoku j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 19 - -17

Goku does an upward kick. Not an overhead in the air.


Specials[edit]

Dragon Flash Fist[edit]
Dragon Flash Fist
236L/M/H (Air OK)
DBFZ SSGoku DragonFlashFist.png
Netplay Special: The Reckoning
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 H 24 18 - -5
  • Counts as airborne
  • Short distance, soft kd on grounded hit

Incredibly useful combo ender, allows goku to turn essentially any hit into a hard knockdown without spending meter.

M 1000 H 26 18 - -5
  • Counts as airborne
  • Mid distance, sliding knockdown on grounded hit
H 1100 H 24 18 - -5
  • Teleports to the opponent from wherever Goku was previously
  • Sliding knockdown on grounded hit


Flurry Kick[edit]
Flurry Kick
214L/M/H (Air OK)
DBFZ SSGoku FlurryKick.png
TATSUMAKI SENPUUUUUUUKYAKU
Version Damage Guard Startup Active Recovery Frame Adv.
L 893 All 10 13 - -3

Goku does 2 hits of a flying kick. Doesn't knock down. Safe on block.

M 999 All 13 - - -
  • Causes wallbounce in the corner

Used for Goku's optimal corner combos.

H 1320 All 11 - - -
  • Goku performs a faster flurry of kicks than the M version.

Causes wallbounce on hit, allowing for combo extension.


Kamehameha[edit]
Kamehameha
236S (Air OK)
DBFZ SSGoku Kamehameha.png
"I've waited
DBFZ SSGoku Kamehameha Up.png
5 episodes
DBFZ SSGoku Kamehameha Down.png
for this"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 1098 All 18 - - -16
  • Can be angled upward by holding up or down after the input.
  • On hit, can combo by doing a vanish and linking a dash 2M.
Air 1098 All - - - -
  • Can be angled downwards by holding up or down after the input.


Assist[edit]

Kamehameha
A1/A2
DBFZ SSGoku Kamehameha.png
Damage Guard Startup Active Recovery Frame Adv.
760 All - - - -
  • Good for controlling ground space in neutral
  • Good for extending combos

Goku's assist is the ground version of his Kamehameha special that fires along the ground. As you might imagine, this makes it a really good assist in neutral since it'll stop your opponent from moving freely on the ground. This can be very helpful when you want to approach your opponent because it'll limit their options.

It can also be pretty useful in combos as well as a means to extend them.


Supers[edit]

Super Kamehameha[edit]
Super Kamehameha
236L+M (Air OK)
DBFZ SSGoku SuperKamehameha.png
The signature move
DBFZ SSGoku SuperKamehameha Up.png
The snipe
DBFZ SSGoku SuperKamehameha Down.png
The aerial signature move
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2050 All - - - -19
  • Can be angled upward by holding up after the input.

Has significantly low recovery, making punishes difficult.

Air 2050 All - - - -
  • Can be angled downward by holding down after the input.
  • If angled down, causes a sliding knockdown.
  • An angled down version can combo into Warp Kamehameha if the juggle is high enough in the air.

Has significantly low recovery, to the point that it's possible to combo afterwards still.


Warp Kamehameha[edit]
Warp Kamehameha
236H+S (Air OK)
DBFZ SSGoku WarpKamehameha.png
*pop* ay, sup B.
DBFZ SSGoku WarpKamehameha2.png
I'LL BE SURE TO VISIT YOUR GRAVE
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2214 All - - - -

Teleports behind the opponent on the ground and fires a kamehameha upwards.

Air 2214 All - - - -

Teleports behind the opponent on the ground and fires a kamehameha upwards.


Meteor Smash[edit]
Meteor Smash
214L+M
DBFZ SSGoku MeteorSmash.png
"This is the ultimate form!"
DBFZ SSGoku MeteorSmash2.png
"HAAAAA!"
Damage Guard Startup Active Recovery Frame Adv.
4208 All - - - -14
  • Goku transforms into Super Saiyan 3 and teleports behind the opponent, striking them with his elbow.
  • Blockable after Goku teleports.
  • Acts as Goku's only invincible reversal.

Goku's level 3. Fast, teleports behind opponent, easy to punish with and combo into. Has zero vertical tracking.



Dragon Ball FighterZe
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