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 (named directly after the Japanese naming of Journey to the West protagonist Sun Wukong) 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.
  • Plethora of cross-up teleporting moves gives Goku a fantastic cross-up game and denies zoning.
  • 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.
  • His 6M, 2H, 236X, and his 214X all put Goku in an airborne state, making him very vulnerable to 2H's.
  • 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
Sweet and simple.
DBFZ SSGoku 5LL.png
Medium in disguise.
DBFZ SSGoku 5LLL.png
Roadhouse!
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 3 - -3
  • Can be canceled into form itself, even on whiff.
  • Jump cancelable on hit.

Goku does a short jab. Basic 5L. Shares near identical frame data with 2L, but its less overall frames and its better whiff cancelable properties make this a safer button to throw out in neutral. It also has more range, a better hitbox for catching airborne opponents, and can be jump canceled. Input as 4LL to string together two 5L's in a row.

5LL 700 All - 3 - -4
  • Can be canceled into from 5L, even on whiff.
  • Jump cancelable on hit.

Goku does a gut punch. The follow-up from Goku's jab. It deals damage and scales like a medium, making this a very good button. It has less range than his mediums though, so make sure not to whiff with this move.

5LLL 1000 All - 18 - -5
  • Uses up Goku's Smash. Always Smashes even if his Smash was already used.
  • If the air autocombo is completed after this hit, a random Dragon Ball is obtained.
  • The only hit of the grounded autocombo needed to obtain a guaranteed Dragon Ball.
  • Can be canceled into from 5LL, even on whiff.
  • When all other characters are down, this move is Goku's Guard Cancel attack.

Goku does a roundhouse that autocombos into super dash and also has an interesting property where the hitbox reaches behind him. Goku's autocombo finisher lacks practicality, as it offers no mix-up potential and doesn't provide him any combo routes that are as damaging as those of his mediums while also using up his Smash. To make matters worse, the hitbox of this move is firmly horizontal, making it near impossible to combo into this move from vanishes, which also makes the autocombo's automatic side correction irrelevant, as it already hits both sides and cannot anti-air. Not all is lost, as this move has the damage and scaling of a heavy while also being safe on block.


5M[edit]
5M
DBFZ SSGoku 5M.png
The Saiyan's Elbow
Damage Guard Startup Active Recovery Frame Adv.
700 All 9 17 - -7
  • Goku steps forward and does an elbow strike upwards, striking mid.
  • Jump cancelable on hit.

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


5H[edit]
5H
DBFZ SSGoku 5H.png
Kick 'em to the curb!
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 22 - -8
  • Uses up Goku's Smash.
  • Wall bounces if Smash hasn't been used.

Goku does a sidekick, which counts as a Smash and sends them flying sideways. Can be followed up with Super Dash by pressing H again or H+S. As Goku gets more damage out of his Smash by using 2H/j.2H mid-screen or 214M in the corner, it mostly sees use in neutral or in pressure.


5S[edit]
5S
DBFZ SSGoku 5S.png
HADOUKEN
Damage Guard Startup Active Recovery Frame Adv.
300 All 13 - - -4
  • 6th blast causes soft KD on grounded hit

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


2L[edit]
2L
DBFZ SSGoku 2L.png
Why couldn't this move be a low?
Damage Guard Startup Active Recovery Frame Adv.
400 All 6 10 - -3
  • Can be canceled into from itself, even on whiff.

Goku crouches and jabs. It's a better meaty than his 5L and has a smaller hurtbox, but is inferior to 5L in almost every other way.


2M[edit]
2M
DBFZ SSGoku 2M.png
Slide into those (2)M's
Damage Guard Startup Active Recovery Frame Adv.
700 L 10 17 - -5
  • Goku's only low.

Goku crouches and does a sidekick. Absolutely vital to Goku's gameplan. It has great range and a low hurtbox for use in neutral, it puts grounded opponents into an airborne state without using his Smash or wall bounce for combos, and its his only low for pressure.


2H[edit]
2H
DBFZ SSGoku 2H.png
SHORYUKEN!
Damage Guard Startup Active Recovery Frame Adv.
850 All - - - -
  • Counts as airborne.
  • Uses up Goku's Smash.
  • Launches higher with more hitstun if Smash hasn't been used.

Goku does a leaping uppercut upwards. Can be followed up with Super Dash by pressing H again or H+S. Go to anti-air, though since it has a firmly vertical hitbox, it should be used carefully. Can give Goku the height he needs to preform his double super setup.


2S[edit]
2S
DBFZ SSGoku 2S.png
Hail Mary ki blast.
Damage Guard Startup Active Recovery Frame Adv.
- All 13 - - -1
  • Goku shoots a ki blast upwards.

After a Kamehameha Vanish confirm, do (2M > 5M > 2S > Superdash) for an optimal confirm. While it can be used to anti-air, it can be deflected by Superdashes or by super armored moves, so upwards Kamehameha is a better tool for that situation.


6M[edit]
6M
DBFZ SSGoku 6M.png
Come on and slam.
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 6 10 0
  • Counts as airborne.
  • Uses the same hitboxes and hurtboxes of Goku's j.H.

Goku does a short hop and Slams down with both arms. Universal overhead. Goku hops and does a two-handed overhead smash. Requires a counter hit, an assist, or Sparking Blast to confirm into a combo. Has some low invincibility.


j.L[edit]
j.L
DBFZ SSGoku jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H - - - -
  • Double jump cancelable.
  • Can cancel into itself.

Goku does a jumping straight jab. Input as j.4LL to string together two j.L's in a row.


j.M[edit]
j.M
DBFZ SSGoku jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H - - - -
  • Double jump cancelable.
  • Can Reverse Beat back to j.L.

Goku does a jumping sidekick. Inputting j.M as j.LL will result in Goku gaining additional height, useful for confirming into j.S. Use j.M instead of j.LL when being too high would result in an attack whiffing.


j.H[edit]
j.H
DBFZ SSGoku jH.png
GOKU SMASH
Damage Guard Startup Active Recovery Frame Adv.
850 H - - - -
  • Knock-down state changes depending on Goku's usage of his Smash.
  • Autocombo version wall-bounces in the corner and provides one random Dragon Ball.

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. Thanks to j.S's ability to combo into 236L, this move is rarely used to end air combos. This move will only provide a sliding knockdown if the move that used Goku's smash was a 2H, j.2H, or 5LLL. 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[edit]
j.S
DBFZ SSGoku jS.png
Step 1: Spark, Step 2: j.S, Step 3: Profit
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. Can be looped while Goku is using Sparking Blast. Like with 5S and 2S, these projectiles can be deflected by Superdashes and super armored moves, so you might want to consider using Kamehameha in neutral instead.


j.2H[edit]
j.2H
DBFZ SSGoku j2H.png
Galactic Punt
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 19 - -17
  • Double jump cancelable.
  • Uses up Goku's Smash.
  • Launches higher with more hitstun if Smash hasn't been used yet.

Goku does an upward kick that, unlike his other air normals, is not an overhead. Can be followed up with Super Dash by pressing H again or H+S. Used to launch opponents during air combos and to extend them if Goku's Smash has been used and his double jump hasn't.


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 knockdown on grounded hit.

Fastest version that, when used on a grounded opponent, cannot be extended by any means. Incredibly useful combo ender that allows Goku to turn essentially any hit into a hard knockdown without spending meter. Doesn't provide a sliding knockdown if j.H was already used against an airborne opponent after Goku had used his Smash.

M 1000 H 26 18 - -5
  • Counts as airborne.
  • Moderate distance, sliding knockdown on grounded hit.

Slowest version which can combo into any of Goku's supers on grounded hit. Too slow to be used effectively in combos, this move is primarily used to surprise opponents with an overhead at anytime during a blockstring.

H 1100 H 24 18 - -5
  • Counts as airborne.
  • Teleports to the opponent from wherever Goku was previously.
  • Sliding knockdown on grounded hit.

Has the same start-up as the light version and the same knockdown as the medium version, but deals more damage as well as teleporting to the opponent, regardless of their position. Can be used to preform a double cross-up overhead by jumping over the opponent and then using this move. Goku will then appear on the side he came from and attack. Remember to use assists to cover Goku when attempting to set this up.


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
  • Counts as airborne.

Goku does 2 hits of a flying kick. Used in mid-screen combos to convert into downwards Super Kamehameha. Doesn't knock down. Safe on block.

M 999 All 13 - - -
  • Counts as airborne.
  • Causes wallbounce in the corner.
  • Autocombo version causes a wallbounce that takes opponents out of the corner.

Goku does 4 hits of a flying kick. Used for Goku's optimal corner combos. Also used for conversions into downwards Super Kamehameha in the corner.

H 1320 All 11 - - -
  • Counts as airborne.
  • Causes wallbounce in the corner.
  • Goku performs a faster flurry of kicks than the M version.

Goku does 6 hits of a flying kick. 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
Air 1098 All - - - -
  • The ground version can be angled upward by holding up or down after the input.
  • The air version can be angled downwards by holding up or down after the input.
  • On hit, can combo by doing a vanish and linking a dash 2M.


Assist[edit]

Kamehameha
A1/A2
DBFZ SSGoku Kamehameha.png
Why are there so many versions of this move, Dende-dammit.
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
Air 2050 All - - - -
  • Ground version can be angled upward by holding up after the input.
  • Air version can be angled downward by holding down after the input, which can cause a sliding knockdown.
  • An angled down air version can combo into Warp Kamehameha if the juggle is high enough in the air.

His beam has significantly low recovery, which not only makes punishes incredibly difficult, but it's possible to combo afterwards with certain supers and techniques.


Warp Kamehameha[edit]
Warp Kamehameha
236H+S (Air OK)
DBFZ SSGoku WarpKamehameha.png
*pop*
DBFZ SSGoku WarpKamehameha2.png
"Oh... crapbaskEEEEEEEEEEETS!!!"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2214 All - - - -
Air 2214 All - - - -

Goku uses Instant Transmission to teleport behind the opponent on the ground as he releases his charged close ranged Kamehameha in an upward direction. He will always teleport near the opponent on the ground, no matter where he performs the attack.


Meteor Smash[edit]
Meteor Smash
214L+M
DBFZ SSGoku MeteorSmash.png
"This is... to go... even further beyond!"
DBFZ SSGoku MeteorSmash2.png
"AAAAAAAAAAAAHHHHH!"
Damage Guard Startup Active Recovery Frame Adv.
4208 All - - - -14
  • Swaps sides with opponent both on hit and on block.
  • Results in a hard knockdown on hit.
  • Blockable after Goku teleports.
  • Acts as Goku's only invincible reversal.

Goku's level 3. Goku transforms into Super Saiyan 3 and teleports behind the opponent, striking them with his elbow. Easy to punish with and combo into, but has zero vertical tracking. Due to the fact that this super surrenders control of the corner, pushes opponents too far to utilize the hard knockdown, and does less damage than Goku's air downward Super Kamehameha into Warp Kamehameha setup, this super isn't used for much other than reversals. If the opponent was under the effects of Sparking Blast when they got hit, they will continue to regenerate health though they will also use up Sparking Blast's timer.

This super reuses the animations of preexisting moves. The transformation is his Ki Charge, the teleport elbow is his 5M, the launcher is his j.2H, the smash is his j.H, and the beam is his air Super Kamehameha.



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