DBFZ/SS Goku: Difference between revisions

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* Simple gameplan and overall well-rounded, allowing him to tackle most situations.
* High average damage, especially in the corner.
* High average damage, especially in the corner.
* Has an anywhere, meterless sliding knockdown.
* Has an anywhere, meterless sliding knockdown.

Revision as of 08:52, 20 February 2020

Goku (Super Saiyan)
DBFZ SS Goku Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced
Team Role
Anchor

Overview

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

Strengths Weaknesses
  • Simple gameplan and overall well-rounded, allowing him to tackle most situations.
  • High average damage, especially in the corner.
  • 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 is basic. He generally has to rely on universal options to open up opponents.
  • While he has options for every situation, he is generally outclassed by specialist characters.


Normal Moves

5L
5L
DBFZ SSGoku 5L.png
DBFZ SSGoku 5LL.png
DBFZ SSGoku 5LLL.png
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 4 11 -3 B - - 90%+1 5% 1 11 16 16
DBFZ SSGoku 5L.png

Basic jab. Identical startup as 2L, but has more active frames and longer range for catching airborne opponents.

5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 3 17 -4 B - - 100%+1 7% 2 15 18 18
DBFZ SSGoku 5LL.png

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

Mostly used as combo filler.

5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 All 14 3 21 -5 B - U3+ 100%+1 12% 4 18 Launch 35 / 34
DBFZ SSGoku 5LLL.png
  • Stays grounded.
  • Jails into Vanish on its own, or true string into 236S and then Vanish.
  • 5LLL > SD is not 2H-able in the corner (3f gap in the corner and 4f midscreen).

Offers no mix-up potential and is very niche as a combo filler. The strength of this move is its huge blockstun, being one of the few normals in the game that can jail into Vanish.

5M
5M
DBFZ SSGoku 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 6 17 -7 B - - 100%+1 7% 2 15 18 18
DBFZ SSGoku 5M.png


An okay button on its own, though overshadowed by 2M. It's negative on block so beware of ending blockstring with this during stagger.

5H
5H
DBFZ SSGoku 5H.png
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 14 6 18 -8 B - U1 100%+1 12% 4 15 Launch 22 / 39 + WSplat
DBFZ SSGoku 5H.png


  • Wall splats on Smash hit.
  • Non-Smash can still combo into Super Dash in the corner.

A standard 5H, though the combination of startup and active allows this to beat Solo Guard Cancel clean on reaction.

5S
5S
DBFZ SSGoku 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×6 All 13 [8] - Total 37 [Total 32] -4 P1 - - 90%+1 6% - 5+15 5+18 {Launch} 5+20
Active until contact or off stage
Values in [ ] are when used as 5SS~5SSSSSS
Values in { } are for 5SSSSSS
DBFZ SSGoku 5S.png


  • Mash or hold S to shoot all 6 Ki blasts even on whiff.
  • Last Ki blast launches on hit.

Really good button to stagger with as it's safe and push the opponent out a decent amount.

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

2L
2L
DBFZ SSGoku 2L.png
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 2 10 ±0 B - - 90%+1 5% 1 11 16 16
DBFZ SSGoku 2L.png
Go-to stagger tool


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

2M
2M
DBFZ SSGoku 2M.png
God normal
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 10 9 17 -10 F - - 100%+1 7% 2 15 Launch 22
DBFZ SSGoku 2M.png


  • Great range and very active hitbox.
  • Launches on hit.

This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves.

2H
2H
DBFZ SSGoku 2H.png
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 14 5 21+7L -17 B 4-18 Head U1+ 100%+1 12% 4 15 Launch 22 / 39
Airborne on frame 14-39
DBFZ SSGoku 2H.png


  • Puts Goku airborne.
  • Smash hit combos into Super Dash.

Go to anti-air. On block, cancel into j.214L to be safe.

2S
2S
DBFZ SSGoku 2S.png
Hitstun in a can
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 13 - Total 34 -1 P1 - - 90%+1 6% - 5+15 5+18 5+30
Active until contact or off stage
DBFZ SSGoku 2S.png


  • Keeps grounded opponent standing on hit.

Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height.

6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - 80%+1 12% 3 15 18 23
Airborne on frame 5-33
DBFZ SSGoku jH.png


  • Universal overhead.
  • Uses the same hitboxes and hurtboxes of Goku's j.H.
j.L
j.L
DBFZ SSGoku jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 4 11 - H - - 90%+1 5% 1 11 16 16
DBFZ SSGoku jL.png


Just another jab. Not really good for fuzzy as rising j.L can only hit very tall characters.

j.M
j.M
DBFZ SSGoku jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 10 4 15 +7 (IAD) H - - 90%+1 7% 2 15 18 18
DBFZ SSGoku jM.png


Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or j.S into microdash 5L, depending on the height.

j.H
j.H
DBFZ SSGoku jH.png
Hammer
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Wall bounces on Smash hit.
j.H


j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 6 21 +11 (IAD) H - D1+ [D3+] 90%+1 12% 3 / 4 15 20 60 / 59 + Slide 34 [34 + WBounce]
Removes all landing recovery on Smash! hit
Values in [ ] are for Dynamic! 5LLLLLLL
DBFZ SSGoku jH.png
  • Causes a sliding knockdown on Smash hit.

Go-to jump in.

j.S
j.S
DBFZ SSGoku jS.png
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 12 - Total 32+7L - P1 - - 90%+1 6% - 5+15 5+18 5+20
Active until contact, ground or off stage
DBFZ SSGoku jS.png


  • Stalls momentum temporarily.

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 another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops.

On safe jumps, j.M (or j.H) 4S is an OS that gives j.M > j.S on hit or a Reflect on whiff.

j.2H
j.2H
DBFZ SSGoku j2H.png
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 11 4 23 - H - U1+ 90%+1 12% 3 15 Launch 20 / 39
DBFZ SSGoku j2H.png


  • Pushes Goku forward.
  • Smash hit combos into Super Dash.

Special Moves

Dragon Flash Fist
Dragon Flash Fist
236L/M/H (Air OK)
DBFZ SSGoku DragonFlashFist.png
Template:AttackDataHeader-DBFZ
  • All ground versions don't have Head attribute.
  • Removes any landing recovery.
Ground L


236L
L Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 High 23 4 14+3L -5 B - D1 80%+1 12% 3 15 Slide 33 80 / 79 + Slide 34
DBFZ SSGoku DragonFlashFist.png
Air L


j.236L
Air L Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 High 18 4 20 - H - D1 80%+1 12% 3 15 Slide 28 80 / 79 + Slide 41
Removes all landing recovery
DBFZ SSGoku DragonFlashFist.png
  • Sliding knockdown on Smash hit. Can easily combo into Supers.
  • Goes half screen.

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

Can be done after a jump in as a double overhead of sort, but the reward isn't great, it can whiff over them, and you're wide open as you're charging forward.

Ground M


236M
M Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 High 26 4 14+3L +2 B - D1 80%+1 12% 3 22 GBounce 80 / 79 + GBounce + Slide 19
DBFZ SSGoku DragonFlashFist.png
Air M


j.236M
Air M Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 High 20 4 22 - H - D1 80%+1 12% 3 19 GBounce 80 / 79 + GBounce + Slide 19
Removes all landing recovery
DBFZ SSGoku DragonFlashFist.png
  • Small 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 you can't link neither j.L nor 5L/2L.

SD > j.M > j.214M into j.236M extension works at further from the corner than you'd expect. Thus from any stray SD or raw tag, Goku can easily convert into a full combo.

Ground H


236H
H Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1400 High 24~32 [20~28] 4 14+3L +2 B 4-16~24 All [4-12~20 All] D1 80%+1 -50% 3 22 GBounce 80 / 79 + GBounce + Slide 19
Values in [ ] are when the opponent is in air hitstun/untech
DBFZ SSGoku DragonFlashFist.png
Air H


j.236H
Air H Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 High 24~32 [20~28] 4 18 +1 H 4-16~24 All [4-12~20 All] D1 80%+1 -50% 3 21 GBounce 80 / 79 + GBounce + Slide 19
Removes all landing recovery
Values in [ ] are when the opponent is in air hitstun/untech
DBFZ SSGoku DragonFlashFist.png
  • 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).
  • Small 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.

A lot stronger as a jump in double overhead compares to j.236L, as the animation is more ambiguous, it can't whiff, and on hit you can extend with Vanish. It can be used as a decent Spark bait thanks to being full invul during the teleport.

Teleport comes from the direction Goku's facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a double cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around.

Flurry Kick
Flurry Kick
214L/M/H (Air OK)
DBFZ SSGoku FlurryKick.png
TATSUMAKI SENPUKYAKU
Template:AttackDataHeader-DBFZ
  • Ground versions don't have Head attribute.
  • Always pushes Goku forward.
Ground L


214L
L Flurry Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500×2 All 8 3(6)3 11 -2 B - - 100%+1×2 6%×2 0 11×2 22×2 23×2
DBFZ SSGoku FlurryKick.png
Air L


j.214L
Air L Flurry Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500×2 All 7 3(6)3 18 - H - - 100%+1×2 6%×2 0 11×2 Launch 23×2
DBFZ SSGoku FlurryKick.png
  • Ground version keeps grounded opponent standing.

j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox.

Ground M


214M
M Flurry Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
350×4 All 13 3{(6)3}×3 21 -39 B 4-42 Head U1+ 100%+1×3 (Once), 100%+1 6%×4 0 11×2 Launch 23×4 / 23×3, 47 + WSplat
Clash level 4
DBFZ SSGoku FlurryKick.png
Air M


j.214M
Air M Flurry Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×4 All 9 3{(6)3}×3 18 - H 4-38 Head U1+ 100%+1×3 (Once), 100%+1 6%×4 0 11×4 Launch 23×4 / 23×3, 49 + WSplat
Clash level 4
DBFZ SSGoku FlurryKick.png
  • 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.

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

Ground H


214H
H Flurry Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
270×6 All 11 2{(6)2}×5 14 -44 B 4-52 Head U1+ 100%+1×5 (Once), 100%+1 -50% 0 11×6 Launch 23×6 / 23×5, 64 + WBounce
Clash level 4
DBFZ SSGoku FlurryKick.png
Air H


j.214H
Air H Flurry Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
270×6 All 7 2{(6)2}×5 14 - H 4-48 Head U1+ 100%+1×5 (Once), 100%+1 -50% 0 11×6 Launch 23×6 / 23×5, 57 + WBounce
Clash level 4
DBFZ SSGoku FlurryKick.png
  • Has amazing corner carry.
  • 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.

H versions don't have enough utilities to justify the 1 bar they spend. Can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it really leaves you wide open...

Kamehameha
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!"
Template:AttackDataHeader-DBFZ
Ground


236S
Kamehameha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5 [280×5] All 18 25 [21] 21 [17] -16 [-10] P3 - - 90%+1 (Once) [90%+1×4 (Once), 90%+1] 2.4%×5 - 2+15×5 Launch 2+25 + WSplat×5 [2+40×5]
Values in [ ] are for angled version
Recovery on hit/block: 33 [27]
Whiff cancelable into Super Dash during recovery
DBFZ SSGoku Kamehameha.pngDBFZ SSGoku Kamehameha Up.png
According to all known laws of aviation, there is no way a bee should be able to fly.
Its wings are too small to get its fat little body off the ground.
Air


j.236S
Air Kamehameha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5 All 18 25 30 - P3 - - 90%+1 (Once) 2.4%×5 - 2+15×5 Launch 2+25 + WSplat×5 [2+40 + GBounce×4, 2+40]
Values in [ ] are for angled version
Recovery on hit/block: 42
If land during recovery, has 3F of forced landing recovery
Whiff cancelable into Super Dash during recovery
DBFZ SSGoku Kamehameha.pngDBFZ SSGoku Kamehameha Down.png
The bee, of course, flies anyway because bees don't care what humans think is impossible.
Yellow, black. Yellow, black. Yellow, black. Yellow, black.
  • Both versions can be angled by holding Template:2 or Template:8 after the input.
  • Ground and air sideways wall splat on hit.
  • Ground aimed up and air aimed down launches on hit.
  • 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.

2H (blocked) > j.236S[2] cannot be mashed back, counter 2H'd, or jumped out due to it only having a 3f gap. If they try one of those things and get hit in the corner, he can combo straight into 2M and do a full combo. Goku's in a safe-ish range doing this midscreen, but it's still best to Vanish and take your plus frames.

Note that the opponent can hard read the Kame with Reflect, at which point there isn't much you can do if you have no assists to back you up. Definitely do not panic (or auto-pilot) Vanish and put yourself in the corner if you see the Reflect.

Z Assists

Assist A
Kamehameha
Assist A
DBFZ SSGoku Kamehameha.png
Neutral 101
Template:AttackDataHeader-DBFZ
Assist A
Kamehameha
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
200×5 All 34 25 63 +30 P3 - - 90%+2 (Once) 0% - 2+15×5 Launch 2+25 + WSplat×5
Recovery on hit/block:
DBFZ SSGoku Kamehameha.png
Neutral 101


  • 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. It's typically 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.

Assist B
Flurry Kick
Assist B
Template:AttackDataHeader-DBFZ
Assist B
Flurry Kick
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
250, 800 All 20 - - +40 - - - 90%+2 (Once) 0% - - - -
DBFZ SSGoku FlurryKick.png
Lockdown 101


Assist C
Dragon Storm
Assist C
Template:AttackDataHeader-DBFZ
Assist C
Dragon Storm
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
450×2, 400 All 35 [20] - - +55 - - - 90%+2 (Once) 0% - - - -
Values in [ ] are when the opponent is in hitstun/untech
DBFZ SSGoku 5LL.pngDBFZ SSGoku 5LLL.png


Super Moves

Super Kamehameha
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.
Template:AttackDataHeader-DBFZ
Ground
Air
  • Both versions can be angled by holding Template:2 or Template:8 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. By airdashing after the super has ended into falling j.H, this covers every wakeup options beside delayed wakeup.

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 at high up, or down Kame, AGohan Lv1 (whiff), DR, etc.

Warp Kamehameha
Warp Kamehameha
236H+S (Air OK)
DBFZ SSGoku WarpKamehameha.png
DBFZ SSGoku WarpKamehameha2.png
"I'll be sure to visit your grave!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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
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!
Template:AttackDataHeader-DBFZ
  • 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 easy universal safejump is (buffered) dash jump j.M.

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

To edit frame data, edit values in DBFZ/SS Goku/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

Template:Navbar-DBFZ