DBFZ/SS Goku: Difference between revisions

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==Overview==
==Overview==
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.
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 planet, and even his universe. Even under constant threats, Goku has stepped up, pushing himself further and further 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.
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.
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* Versatile; he has all of the tools to deal and adapt to just about any situation.
* 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.
* 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.
* 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.
* 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.
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* Generally a very honest character, not many gimmicks. Requires strong conditioning and assist usage to open up opponents with competent defense.
* 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.
* 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.
* Little to no defensive options. His only reversal is very expensive, generally making it risky to use.
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|image=DBFZ_SSGoku_5L.png |caption=Sweet and simple.
|image=DBFZ_SSGoku_5L.png |caption=Sweet and simple.
|image2=DBFZ_SSGoku_5LL.png |caption2=Medium in disguise.
|image2=DBFZ_SSGoku_5LL.png |caption2=Medium in disguise.
|image3=DBFZ_SSGoku_5LLL.png |caption3=Walker Texas Ranger
|image3=DBFZ_SSGoku_5LLL.png |caption3=Roundhouse!
|name=5L
|name=5L
|data=
|data=
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  |startup=6 |active=3 |recovery= |frameAdv=-3
  |startup=6 |active=3 |recovery= |frameAdv=-3
  |description=
  |description=
* Goku does a short jab.
* Can be canceled into from itself, even on whiff.
* Can be canceled into form itself, even on whiff.
* Jump cancelable on hit.
* Jump cancelable on hit.
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.
 
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.
 
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= |active=3 |recovery= |frameAdv=-4
  |startup= |active=3 |recovery= |frameAdv=-4
  |description=
  |description=
* Goku does a gut punch.
* Can be canceled into from 5L, even on whiff.
* Can be canceled into from 5L, even on whiff.
* Jump cancelable on hit.
* Jump cancelable on hit.
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.
 
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.
 
  }}
  }}
  {{AttackData-DBFZ
  {{AttackData-DBFZ
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  |startup= |active=18 |recovery= |frameAdv=-5
  |startup= |active=18 |recovery= |frameAdv=-5
  |description=
  |description=
* Goku does a roundhouse. Autocombos into super dash. If the j.5LLL autocombo is completed after this hit, a random Dragon Ball is obtained.
* Uses up Goku's Smash. Always Smashes even if his Smash was already used.
* The only hit of the autocombo needed to obtain a guaranteed Dragon Ball.
* 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.
* Can be canceled into from 5LL, even on whiff.
* Has an interesting property where the hitbox reaches behind Goku.
* When all other characters are down, this move is Goku's Guard Cancel attack.
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. However, this move is safe on block, can lead to guaranteed Dragon Balls, and allows provides a Smash, regardless of whether it was already used or not.
 
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 outside of using the activation of Sparking Blast or certain assists, 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.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">5H</font> ======
====== <font style="visibility:hidden" size="0">5H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_5H.png |caption=
|image=DBFZ_SSGoku_5H.png |caption=Kick 'em to the curb!
|name=5H
|name=5H
|data=
|data=
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  |startup=14 |active=22 |recovery= |frameAdv=-8
  |startup=14 |active=22 |recovery= |frameAdv=-8
  |description=
  |description=
*Wall bounces if Smash hasn't been used.
* Uses up Goku's Smash.
* Wall bounces if Smash hasn't been used.
* Used at the end of Goku's grounded Dragon Rush if Smash has been consumed.


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.
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/214H in the corner, it mostly sees use in neutral or in pressure. However, this move becomes arguably Goku's best attack for corner combos after Smash has been used as it leads into easy assist extensions and Superdashes after 2S.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">5S</font> ======
====== <font style="visibility:hidden" size="0">5S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_5S.png |caption=
|image=DBFZ_SSGoku_5S.png |caption=ATATATATATA
|name=5S
|name=5S
|data=
|data=
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  |startup=13 |active= |recovery= |frameAdv=-4
  |startup=13 |active= |recovery= |frameAdv=-4
  |description=
  |description=
Goku shoots a ki blast. Can be repeated up to six times.
* 6th blast causes soft KD on grounded hit
* 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.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">2L</font> ======
====== <font style="visibility:hidden" size="0">2L</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_2L.png |caption=
|image=DBFZ_SSGoku_2L.png |caption=Why couldn't this move be a low?
|name=2L
|name=2L
|data=
|data=
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====== <font style="visibility:hidden" size="0">2H</font> ======
====== <font style="visibility:hidden" size="0">2H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_2H.png |caption=
|image=DBFZ_SSGoku_2H.png |caption=SHORYUKEN!
|name=2H
|name=2H
|data=
|data=
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Goku does a leaping uppercut upwards.
* Counts as airborne.
* Uses up Goku's Smash.
* Launches higher with more hitstun if Smash hasn't been used.


Go to anti-air. Has a firmly vertical hitbox, however.  
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.
  }}
  }}
}}
}}
====== <font style="visibility:hidden" size="0">2S</font> ======
====== <font style="visibility:hidden" size="0">2S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_2S.png |caption=Hail Mary ki blast.
|image=DBFZ_SSGoku_2S.png |caption=Hitstun in a can.
|name=2S
|name=2S
|data=
|data=
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |damage=|guard=All
  |damage=600 |guard=All
  |startup=13 |active= |recovery= |frameAdv=-1
  |startup=13 |active= |recovery= |frameAdv=-1
  |description=
  |description=
* Goku shoots a ki blast upwards.
Goku shoots a ki blast upwards. Has massive amounts of hitstun, leading into Superdashes and upwards Kamehameha. After a Kamehameha into Vanish, 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. Tall opponents can be hit when standing by using it at point blank range.
 
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.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">6M</font> ======
====== <font style="visibility:hidden" size="0">6M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_6M.png |caption=
|image=DBFZ_SSGoku_6M.png |caption=Se, no!
|name=6M
|name=6M
|data=
|data=
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  |startup=24 |active=6 |recovery=10 |frameAdv=0
  |startup=24 |active=6 |recovery=10 |frameAdv=0
  |description=
  |description=
* Counts as airborne.
* Uses the same hitboxes and hurtboxes of Goku's j.H.
* Uses the same hitboxes and hurtboxes of Goku's j.H.


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.
Goku does a short hop and slams down with both arms. Universal overhead. Requires a counter hit, an assist, or Sparking Blast to confirm into a combo. Has some low invincibility.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">j.S</font> ======
====== <font style="visibility:hidden" size="0">j.S</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_jS.png |caption=
|image=DBFZ_SSGoku_jS.png |caption= Step 1: Spark, Step 2: j.S, Step 3: '''Profit'''
|name=j.S
|name=j.S
|data=
|data=
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
Goku fires a downward ki blast. Allows Goku to combo into air L Dragon Flash Fist for a sliding knockdown anywhere on the screen.
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.


  }}
  }}
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  |description=
  |description=
* Double jump cancelable.
* Double jump cancelable.
* Uses Goku's Smash if he still has it. If so, it can be followed up with a Superdash.
* 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. Used to launch opponents during air combos and to extend them if Goku's Smash has been used and his double jump hasn't.
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.
  }}
  }}
}}
}}
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  |description=
  |description=
* Counts as airborne.
* Counts as airborne.
* Short distance, soft knockdown on grounded hit.
* Short distance.
* Ground version causes a soft knockdown, aerial versions causes a sliding knockdown.


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.
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.


  }}
  }}
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  |description=
  |description=
* Counts as airborne.
* Counts as airborne.
* Moderate distance, sliding knockdown on grounded hit.
* Moderate distance
* Causes a sliding knockdown.


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.
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.
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  |description=
  |description=
* Counts as airborne.
* Counts as airborne.
* Teleports to the opponent from wherever Goku was previously.
* Teleports to the opponent.
* Sliding knockdown on grounded hit.
* Causes a sliding knockdown.
 
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.


Can be used to preform a double cross-up overhead by jumping over the opponent and then using this move, Goku will appear on the side he came from and attack. Remember to use assists to cover Goku when attempting to set this up.
  }}
  }}
}}
}}
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====== <font style="visibility:hidden" size="0">Flurry Kick</font> ======
====== <font style="visibility:hidden" size="0">Flurry Kick</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI SENPUUUUUUUKYAKU
|image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI SENPUKYAKU
|input=214L/M/H (Air OK)
|input=214L/M/H (Air OK)
|name=Flurry Kick
|name=Flurry Kick
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=L
  |version=L
  |damage= 893 |guard=All
  |damage=470x2 |guard=All
  |startup=10 |active=13 |recovery= |frameAdv=-3
  |startup=10 |active=13 |recovery= |frameAdv=-3
  |description=
  |description=
Goku does 2 hits of a flying kick. Doesn't knock down. Safe on block.
*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.


  }}
  }}
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  |header=no
  |header=no
  |version=M
  |version=M
  |damage= 999 |guard=All
  |damage=270x4 |guard=All
  |startup=13 |active= |recovery= |frameAdv=
  |startup=13 |active= |recovery= |frameAdv=
  |description=
  |description=
* Causes wallbounce in the corner
* Counts as airborne.
Used for Goku's optimal corner combos.
* Causes wallbounce in the corner.
* Autocombo version causes a wallbounce that takes opponents out of the corner.
 
Used for Goku's optimal corner combos. Also used for conversions into downwards Super Kamehameha in the corner.


  }}
  }}
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  |header=no
  |header=no
  |version=H
  |version=H
  |damage= 1320 |guard=All
  |damage=240x6 |guard=All
  |startup=11 |active= |recovery= |frameAdv=
  |startup=11 |active= |recovery= |frameAdv=
  |description=
  |description=
* Goku performs a faster flurry of kicks than the M version.
* Counts as airborne.
 
* Causes wallbounce anywhere on the screen, setting up for a super dash.
Causes wallbounce on hit, allowing for combo extension.  
  }}
  }}
}}
}}
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|image=DBFZ_SSGoku_Kamehameha.png |caption= "I've waited
|image=DBFZ_SSGoku_Kamehameha.png |caption= "I've waited
|image2=DBFZ_SSGoku_Kamehameha_Up.png |caption2= 5 episodes
|image2=DBFZ_SSGoku_Kamehameha_Up.png |caption2= 5 episodes
|image3=DBFZ_SSGoku_Kamehameha_Down.png |caption3= for this"
|image3=DBFZ_SSGoku_Kamehameha_Down.png |caption3= for this!"
|input=236S (Air OK)
|input=236S (Air OK)
|name=Kamehameha
|name=Kamehameha
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* The ground version can be angled upward by holding up or down after the input.
* 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.
* 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.
 
Goku's signature projectile. One of the best beams in the game with decently fast start-up, low cool-down, and high damage. 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. On hit, it can lead into a combo by doing a vanish and linking a dash 2M. In the corner, the downward version can be used near the ground to extend combos.


  }}
  }}
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|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |version=Ground
  |version=Normal Version
  |damage=2050 |guard=All
  |damage=2050 |guard=All
  |startup= |active= |recovery= |frameAdv=-19
  |startup= |active= |recovery= |frameAdv=-19
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  {{AttackData-DBFZ
  {{AttackData-DBFZ
  |header=no
  |header=no
  |version=Air
  |version=Ground (Aimed up)
  |damage= 2050 |guard=All
  |damage= 2214 |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
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====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ======
====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=''"*teleports behind you*"''
|image=DBFZ_SSGoku_WarpKamehameha.png |caption='''''*pop*'''''
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''"Nothing personnel kid."''
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''"Oh... crapbask'''EEEEEEEEEEETS!!!'''"''
|input=236H+S (Air OK)
|input=236H+S (Air OK)
|name=Warp Kamehameha
|name=Warp Kamehameha
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  |startup= |active= |recovery= |frameAdv=-14
  |startup= |active= |recovery= |frameAdv=-14
  |description=
  |description=
* Goku transforms into Super Saiyan 3 and teleports behind the opponent, striking them with his elbow.
* Swaps sides with opponent both on hit and on block.
* Results in a hard knockdown on hit.
* Blockable after Goku teleports.
* Blockable after Goku teleports.
* Acts as Goku's only invincible reversal.
* 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.  
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.
  }}
  }}
}}
}}

Revision as of 15:44, 11 November 2018

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

Health:

Prejump:

Assist Cooldown:

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

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 planet, and even his universe. Even under constant threats, Goku has stepped up, pushing himself further and further 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
  • 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.

Template:CharLinks-DBFZ

Normals

5L
5L
DBFZ SSGoku 5L.png
Sweet and simple.
DBFZ SSGoku 5LL.png
Medium in disguise.
DBFZ SSGoku 5LLL.png
Roundhouse!
400 All - 6 3 - - 700 All - 3 - - 1000 All - 18 - -
5M
5M
DBFZ SSGoku 5M.png
The Saiyan's Elbow
700 All - 9 17 - -
5H
5H
DBFZ SSGoku 5H.png
Kick 'em to the curb!
850 All - 14 22 - -
5S
5S
DBFZ SSGoku 5S.png
ATATATATATA
300 All - 13 - -
2L
2L
DBFZ SSGoku 2L.png
Why couldn't this move be a low?
400 All - 6 10 - -
2M
2M
DBFZ SSGoku 2M.png
Slide into those (2)M's
700 L - 10 17 - -
2H
2H
DBFZ SSGoku 2H.png
SHORYUKEN!
850 All - - -
2S
2S
DBFZ SSGoku 2S.png
Hitstun in a can.
600 All - 13 - -
6M
6M Se, no!
850 H - 24 6 10 - -
j.L
j.L
DBFZ SSGoku jL.png
400 H - - -
j.M
j.M
DBFZ SSGoku jM.png
700 H - - -
j.H
j.H
DBFZ SSGoku jH.png
GOKU SMASH
850 H - - -
j.S
j.S
DBFZ SSGoku jS.png
Step 1: Spark, Step 2: j.S, Step 3: Profit
600 All - - -
j.2H
j.2H
DBFZ SSGoku j2H.png
Galactic Punt
850 All - 14 19 - -

Specials

Dragon Flash Fist
Dragon Flash Fist
236L/M/H (Air OK)
DBFZ SSGoku DragonFlashFist.png
Netplay Special: The Reckoning
900 H - 24 18 - - 1000 H - 26 18 - - 1100 H - 24 18 - -
Flurry Kick
Flurry Kick
214L/M/H (Air OK)
DBFZ SSGoku FlurryKick.png
TATSUMAKI SENPUKYAKU
470x2 All - 10 13 - - 270x4 All - 13 - - 240x6 All - 11 - -
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!"
1098 All - 18 - - 1098 All - - -

Assist

Kamehameha
A1/A2
DBFZ SSGoku Kamehameha.png
Why are there so many versions of this move, Dende-dammit.
760 All - - -

Supers

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
2050 All - - - 2214 All - - -
Warp Kamehameha
Warp Kamehameha
236H+S (Air OK)
DBFZ SSGoku WarpKamehameha.png
*pop*
DBFZ SSGoku WarpKamehameha2.png
"Oh... crapbaskEEEEEEEEEEETS!!!"
2214 All - - - 2214 All - - -
Meteor Smash
Meteor Smash
214L+M
DBFZ SSGoku MeteorSmash.png
"This is... to go... even further beyond!"
DBFZ SSGoku MeteorSmash2.png
"AAAAAAAAAAAAHHHHH!"
4208 All - - -

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