DBFZ/SS Goku

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

Health: 10,000

Prejump: 4F

Assist Cooldown:


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

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. However, his ceaseless lust for battle would endanger himself, his friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order to protect his friends or correct his mistakes, and always hoping for another fun challenge in the future.

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
  • Great solo damage.
  • Has an anywhere, meterless sliding knockdown.
  • His buttons range from good to amazing, with one of the best 2M in the game.
  • Amazing stagger pressure with 4LL, and most of his normals being safe on block.
  • One of the few beam assist in the game.
  • Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain.
  • Mix-up game is very basic.
  • While he has options for every situation, he is generally outclassed by specialist characters.
  • Hair looks like butter.



Normals[edit]

5L[edit]
5L
DBFZ SSGoku 5L.png
DBFZ SSGoku 5LL.png
DBFZ SSGoku 5LLL.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 4 11 -3
  • Basic jab.

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 and a better hitbox for catching airborne opponents.

5LL 700 All - 9 3 17 -4

Has less range than his other mediums though so make sure not to whiff with this move.

Mostly used as combo filler.

5LLL 1000 All U3+ 14 3 21 -5
  • Stays grounded
  • Can link into j.L in the corner
  • Jails into Vanish

Offers no mix-up potential and doesn't provide him any combos that are as damaging as his other routes. The hitbox while reaches behind him is also firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent.


5M[edit]
5M
DBFZ SSGoku 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 9 6 17 -7
  • Decent range

Should always be used after 2M as it is a better neutral and block string tool that needs 5M's jump cancel properties to convert into max damage.


5H[edit]
5H
DBFZ SSGoku 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 14 6 18 -8
  • Wall splats on Smash hit.
  • Non-Smash can still combo into Super Dash in the corner.

Staggered 5H can beat Solo Guard Cancel thanks to its "privileged" frame data.


5S[edit]
5S
DBFZ SSGoku 5S.png
have this egg
Damage Guard Smash Startup Active Recovery Frame Adv.
300*6 All - 13 X{(10)X}*5 24 -4
  • Mash or hold S to shoot all 6 Ki blasts.
  • Last Ki blast launches.

You should always only use 2 Ki blasts. Shooting less is safer, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.


2L[edit]
2L
DBFZ SSGoku 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 All - 6 2 13 -3
  • A lower jab.

Inferior to 5L in almost every way. Though it's not a bad button to use to mash out of pressure.


2M[edit]
2M
DBFZ SSGoku 2M.png
God normal
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 10 6 15 -5
  • Great range and very active hitbox.
  • Launches on hit.

Absolutely vital to Goku's gameplan. 2M 2M and 5S 2M beat mashing more often than you'd expect.

This amazing 2M and the damage Goku gets from it is why you have to respect his stagger. One wrong move and you can easily lose 5k.


2H[edit]
2H
DBFZ SSGoku 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 14 3 23+7L -17
  • Puts him airborne.
  • Smash hit combos into Super Dash.

Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H attempts.


2S[edit]
2S
DBFZ SSGoku 2S.png
Hitstun in a can
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 13 - Total 34 -1
  • Keeps grounded opponent standing.

2S > SD and 2S 2S both true combo on airborne opponent.


6M[edit]
6M
DBFZ SSGoku 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 4+6L 0
  • Universal overhead.
  • Uses the same hitboxes and hurtboxes of Goku's j.H.


j.L[edit]
j.L
DBFZ SSGoku jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 4 11 -
  • Just another jab.

Go-to fuzzy normal. Though it's not as good as other j.Ls.


j.M[edit]
j.M
DBFZ SSGoku jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 10 3 14 -
  • Decent range.

IAD j.M is Goku's best cross-up option. On hit, confirms with j.S into microdash 5L.


j.H[edit]
j.H
DBFZ SSGoku jH.png
Hammer
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5LLLLLLL 850 / 1000 High D2+ 13 6 21 -
  • Wall bounces on Smash hit.
j.H 850 / 1000 High D1+ 13 6 21 -
  • Causes a sliding knockdown on Smash hit.

Go-to jump in. On safe jumps, j.H 4S is an OS that gives j.H > j.S on hit or a Reflect on whiff.


j.S[edit]
j.S
DBFZ SSGoku jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 12 - Total 32+7L -

Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery.

This is also a fantastic combo filler, being used in all combos from basic BnBs to advanced loops.


j.2H[edit]
j.2H
DBFZ SSGoku j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 11 4 23 -
  • Smash hit combos into Super Dash.


Specials[edit]

Dragon Flash Fist[edit]
Dragon Flash Fist
236L/M/H (Air OK)
DBFZ SSGoku DragonFlashFist.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Ground versions don't have Head attribute.
  • Removes any landing recovery.
Ground L 1200 High D1 24 4 17 -5
Air L 1000 High D1 20 4 20 -
  • Sliding knockdown on Smash hit. Can combo into Supers.
  • Goes half screen.

j.S > j.236L is his anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay.

Ground M 1300 High D1 26 4 17 -5
Air M 1200 High D1 22 4 22 -
  • Ground bounces and sliding knockdown on Smash hit.
  • Goes almost fullscreen.

j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where j.236M ▷ 5L/2L doesn't work.

SD > j.214M into j.236M extension works at further from the corner than you'd expect. This extension is also Goku's highest damaging combo route.

Ground H 1400 High D1 24~32 [20~28] 4 17 -5
Air H 1300 High D1 24~32 [20~28] 4 17 -5
  • Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.
  • Values in [ ] is when the opponent is in untech time (air hitstun).
  • Ground bounces and sliding knockdown on Smash hit.

While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.

Teleport comes from the direction Goku's facing and not the opponent's. So a cross-up normal jump into j.236H will hit from their back. IAD and super jump won't work because he will turn around.


Flurry Kick[edit]
Flurry Kick
214L/M/H (Air OK)
DBFZ SSGoku FlurryKick.png
TATSUMAKI SENPUKYAKU
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Ground versions don't have Head attribute.
Ground L 500*2 All - 10 3(6)3 12 -3
Air L 500*2 All - 7 3(6)3 18 -
  • Ground version keeps grounded opponent standing.

j.214L after a blocked SD (yours or the opponent's) is a decent check to see if they are pressing any button.

Its fast startup also makes it able to combo from non-Smash j.H and j.2H.

Ground M 350*4 All U1+ 13 3[(6)3]*3 21 -39
Air M 300*4 All U1+ 9 3[(6)3]*3 18 -
  • Has great corner carry.
  • Smash on last hit. Smash hit wall splats, can link into SD in the corner.
  • Smash 5MMM wall bounces.
  • Ground version recovers in the air.

Absolutely suicidal to use in neutral. It is mostly used in corner BnBs.

Ground H 270*6 All U1+ 11 2[(6)2]*5 14 -44
Air H 270*6 All U1+ 7 2[(6)2]*5 14 -
  • Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.
  • Ground version recovers in the air.

Similar to M versions. H versions don't have enough utilities to justify the 1 bar they spend.


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 Smash Startup Active Recovery Frame Adv.
Ground 262*5 All - 18 25 21 -16
Air 262*5 All - 18 25 30 -
  • Both versions can be angled by holding GG2.png or GG8.png after the input.
  • Ground and air sideways wall splat.
  • Ground aimed up and air aimed down launches.
  • Jails into Vanish.

Its ability to be used both on the ground or in the air as well being able to angle both versions gives Goku a commanding presence at long range. Tk.236S[2] is also a very efficient cross-up fake out.


Assist[edit]

Kamehameha
A1/A2
DBFZ SSGoku Kamehameha.png
Neutral 101
Damage Guard Smash Startup Active Recovery Frame Adv.
200*5 All - 35 25 63 +30
  • Wall splats.

The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.

As a combo extension tool, it's rather lacking midscreen, but really good in the corner. Typcally used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.


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 Smash Startup Active Recovery Frame Adv.
Ground 250*10 [270*10] All UDV 9+4 45 36 -19
Air 250*10 All UDV 9+4 45 45 [42] -
  • Both versions can be angled by holding GG2.png or GG8.png after the input. Angled Kames at close range will hold them in place until the last hit.
  • Values in [ ] are for angled versions.
  • Aimed down version causes a sliding knockdown.
  • Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750).

j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options.

DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC.

Aiming up always has enough hitstun to link into Vanish afterward.


Warp Kamehameha[edit]
Warp Kamehameha
236H+S (Air OK)
DBFZ SSGoku WarpKamehameha.png
DBFZ SSGoku WarpKamehameha2.png
"I'll be sure to visit your grave!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 270*10 All UDV 18+4 45 36 -19
Air 270*10 All UDV 18+4 45 36 -19
  • Teleports to the ground and to the opponent's back during the super freeze.
  • Minimum damage: 81*10 (810).

Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch.


Meteor Smash[edit]
Meteor Smash
214L+M or 214H+S
DBFZ SSGoku MeteorSmash.png
Oh, is it gonna kill?
DBFZ SSGoku MeteorSmash2.png
NO WAY IT KILLED!!1!
Damage Guard Smash Startup Active Recovery Frame Adv.
4259 All UDV 9+3 6 24 -14
  • Stays grounded, teleports to the opponent's back after the super freeze.
  • Causes a hard knockdown on hit, positions them at the opposite edge of the screen.
  • Minimum damage: 1759.

Goku's only invincible reversal. On hit, the most you can get as oki is dash jump j.M safejump.

Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha).


Navigation[edit]


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