DBFZ/SS Goku: Difference between revisions

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* Versatile; he has all of the tools to deal and adapt to just about any situation.
* Great solo damage.
* Has a 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.
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.
* 2M is one of the best of its kind.
* One of the few beam assist in the game.
* 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.
* Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain.
* 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.
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* Mix-up game is very basic. Requires strong reads and heavy conditioning in order to open up opponents.
* Mix-up game is very basic.
* While he has options for every situation, he is generally outclassed by specialist characters.
* While he has options for every situation, he is generally outclassed by specialist characters.
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====== <font style="visibility:hidden" size="0">5L</font> ======
====== <font style="visibility:hidden" size="0">5L</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_5L.png |caption=Sweet and simple.
|image=DBFZ_SSGoku_5L.png |caption=
|image2=DBFZ_SSGoku_5LL.png |caption2=Medium in disguise.
|image2=DBFZ_SSGoku_5LL.png |caption2=
|image3=DBFZ_SSGoku_5LLL.png |caption3=Roundhouse!
|image3=DBFZ_SSGoku_5LLL.png |caption3=
|name=5L
|name=5L
|data=
|data=
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Can be canceled into from itself, even on whiff.
* Basic jab.
* 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.
}}
}}
{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Can be canceled into from 5L, even on whiff.
* Placeholder
* Jump cancelable on hit.
* Auto-corrects on side switch.
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 and his best combo starter. It has less range than his other mediums though so make sure not to whiff with this move.
}}
}}
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Can be canceled into from 5LL, even on whiff.
* Stays grounded
* Auto-corrects on side switch.
* Can link into j.L in the corner
* When all other characters are down, this move is Goku's Guard Cancel attack.
* Jails into Vanish
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 his other bread-and-butters while also using up his Smash very early into a combo. To make matters worse, the hitbox of this move is firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent. This makes it near difficult to combo into without using the initial activation of Sparking Blast or certain assists while also preventing this move's auto-correct from threatening airborne approaches. 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">5M</font> ======
====== <font style="visibility:hidden" size="0">5M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_5M.png |caption=The Saiyan's Elbow
|image=DBFZ_SSGoku_5M.png |caption=
|name=5M
|name=5M
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Jump cancelable on hit.
* Mostly combo filler.
Goku steps forward and does an elbow strike upwards, hitting mid. 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. Can clash with super dash if timed well.
}}
}}
}}
}}
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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=Kick 'em to the curb!
|image=DBFZ_SSGoku_5H.png |caption=
|name=5H
|name=5H
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Wall bounces on Smash hit.
* Wall sticks on Smash hit.
Goku does a sidekick, which counts as a Smash and sends them flying sideways. 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.
* Non-Smash can still combo into Super Dash in the corner.
Staggered 5H can beat Solo Guard Cancel.  
}}
}}
}}
}}
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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=ATATATATATA
|image=DBFZ_SSGoku_5S.png |caption=
|name=5S
|name=5S
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Can chain into itself up to 6 times.
* Mash or hold S to shoot all 6 Ki blasts.
* The sixth blast knocks the opponent back on grounded hit.
* Last Ki blast launches.
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.
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.
}}
}}
}}
}}
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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=Why couldn't this move be a low?
|image=DBFZ_SSGoku_2L.png |caption=
|name=2L
|name=2L
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
*Can be canceled into from itself, even on whiff.
* A lower jab.
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.
Inferior to 5L in almost every way.
}}
}}
}}
}}
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====== <font style="visibility:hidden" size="0">2M</font> ======
====== <font style="visibility:hidden" size="0">2M</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_2M.png |caption=Slide into those (2)M's
|image=DBFZ_SSGoku_2M.png |caption=God normal
|name=2M
|name=2M
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Goku's only low.
* Great range.
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.
* Launches on hit.
2M 2M and 5S 2M beat mashing more often than you'd expect.
}}
}}
}}
}}
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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=SHORYUKEN!
|image=DBFZ_SSGoku_2H.png |caption=
|name=2H
|name=2H
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Counts as airborne.
* Puts him airborne.
* Launches higher with more hitstun on Smash hit.
* Smash hit combos into Super Dash.
Goku does a leaping uppercut. Go to anti-air, though since it has a firmly vertical hitbox and a large amount of endlag it should be used carefully. Cancels into airborne specials meaning that if they are done immediately after this move, Kamehameha and Super Kamehameha can be aimed forward or downward, all versions of Dragon Flash Fist are vulnerable to anti-airs, and Meteor Smash cannot be used. The Smash version can give Goku the height he needs to preform his double super setup.
Go to anti-air. 2H > j.236S[2] beats counter 2H.
}}
}}
}}
}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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. It can combo into itself by hitting opponents with the first ki blast while they are close to the ground, though this is difficult to do outside of the corner. 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.
* Keeps grounded opponent standing.
2S > SD and 2S 2S both true combo on airborne opponent.
}}
}}
}}
}}
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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=Se, no!
|image=DBFZ_SSGoku_6M.png |caption=
|name=6M
|name=6M
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Counts as airborne.
* Universal overhead.
* Uses the same hitboxes and hurtboxes of Goku's j.H.
* Uses the same hitboxes and hurtboxes of Goku's j.H.
Goku does a short hop and slams down with both arms. Universal overhead that normally requires an assist or Sparking Blast to confirm into a combo. However, hitting with it as a meaty or with the very edge of the attack, it's possible to link 6M into 5L for resource-less combos. Has some low invincibility.
}}
}}
}}
}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Double jump cancelable.
* Just another jab.
* Can cancel into itself.
Go-to fuzzy normal. Though it's not as good as other j.Ls.
Goku does a jumping straight jab. Input as j.4LL to string together two j.L's in a row.
}}
}}
}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Double jump cancelable.
* Decent range.
* Can Reverse Beat back to j.L.
 
Goku does a jumping sidekick. This is his best cross-up jump-in after an IAD, though j.H is better for most other situations. Inputting j.M as j.LL will prevent Goku from doing a second j.L but in exchange will grant him additional height, useful for confirming into j.S. Delaying the autocombo version of this move after a j.L with backwards momentum will result in an extreme altitude boost that allows a follow-up j.S to combo into an additional j.LL for optimal damage. Use j.M instead of j.LL to prevent an attack following a double jump from whiffing due to over-shooting.
}}
}}
}}
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====== <font style="visibility:hidden" size="0">j.H</font> ======
====== <font style="visibility:hidden" size="0">j.H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_jH.png |caption=GOKU SMASH
|image=DBFZ_SSGoku_jH.png |caption=Hammer
|name=j.H
|name=j.H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=5LLLLLLL}}
{{#lsth:DBFZ/SS Goku/Data|5LLLLLLL}}
{{!}}-
{{!}}-
{{Description|7|text=
* Wall bounces on Smash hit.
}}
{{AttackVersion|name=j.H}}
{{#lsth:DBFZ/SS Goku/Data|j.H}}
{{#lsth:DBFZ/SS Goku/Data|j.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Knock-down state changes depending on Goku's usage of his Smash.
* Causes a sliding knockdown on Smash hit.
* Dynamic hit wall-bounces in the corner and provides one random Dragon Ball.
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.
Goku does a two-handed overhead slam. 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 only used to end highly scaled combos, usually into Warp Kamehameha. 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.
}}
}}
}}
}}
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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= Step 1: Spark, Step 2: j.S, Step 3: '''Profit'''
|image=DBFZ_SSGoku_jS.png |caption=
|name=j.S
|name=j.S
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
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.
* Combo filler.
Jump back j.S is a decent keep away. Can also be used to snipe grounded opponent, but beware of the landing recovery.
}}
}}
}}
}}
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====== <font style="visibility:hidden" size="0">j.2H</font> ======
====== <font style="visibility:hidden" size="0">j.2H</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_j2H.png |caption=Galactic Punt
|image=DBFZ_SSGoku_j2H.png |caption=
|name=j.2H
|name=j.2H
|data=
|data=
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Double jump cancelable.
* Smash hit combos into Super Dash.
* Launches higher with more hitstun on Smash hit.
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. If Goku uses the Smash version after already expending his Super Dash he can still use the heavy version of Dragon Flash Fist to convert the hit into a sliding knockdown.
}}
}}
}}
}}
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====== <font style="visibility:hidden" size="0">Dragon Flash Fist</font> ======
====== <font style="visibility:hidden" size="0">Dragon Flash Fist</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_DragonFlashFist.png |caption= Netplay Special: The Reckoning
|image=DBFZ_SSGoku_DragonFlashFist.png |caption=  
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
|name=Dragon Flash Fist
|name=Dragon Flash Fist
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{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{Description|8|text=
* Ground version doesn't have Head attribute.
}}
{{AttackVersion|name=Ground L}}
{{#lsth:DBFZ/SS Goku/Data|236L}}
{{#lsth:DBFZ/SS Goku/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SS Goku/Data|j.236L}}
{{#lsth:DBFZ/SS Goku/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Results in a sliding knockdown on Smash hit.
* Sliding knockdown on Smash hit. Can combo into Supers.
* Ground version isn't vulnerable to anti-airs.
* Goes half screen.
Goku charges a short distance and throws out a haymaker. Fastest version that can lead into supers on grounded hit, making it a good mix-up tool for finishing off opponents when meter is available. Incredibly useful combo ender that allows Goku to turn essentially any hit into a sliding knockdown without spending meter.
j.S > j.236L is his anywhere meterless sliding knockdown. Oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay.
}}
}}
{{!}}-
{{AttackVersion|name=Ground M}}
{{AttackVersion|name=M}}
{{#lsth:DBFZ/SS Goku/Data|236M}}
{{#lsth:DBFZ/SS Goku/Data|236M}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/SS Goku/Data|j.236M}}
{{#lsth:DBFZ/SS Goku/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Ground bounce and sliding knockdown on Smash hit.
* Ground bounce and sliding knockdown on Smash hit.
* Ground version isn't vulnerable to anti-airs.
* Goes almost fullscreen.
Goku charges a moderate distance and throws out a haymaker. Slowest version which can combo into vanishes for metered solo combos or into assists for meterless combo extensions, though proper conditioning is needed to land this move against competent opponents.
Can be linked from M Flurry Kick in the corner, which is also the only way for him to solo extend with the ground bounce.
}}
}}
{{!}}-
{{AttackVersion|name=Ground H}}
{{AttackVersion|name=H}}
{{#lsth:DBFZ/SS Goku/Data|236H}}
{{#lsth:DBFZ/SS Goku/Data|236H}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/SS Goku/Data|j.236H}}
{{#lsth:DBFZ/SS Goku/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Teleports on start-up.
* Teleports to the opponent anywhere on screen.
* [ ] values are mid-combo.
* Ground bounce and sliding knockdown on Smash hit.
* Ground bounce and sliding knockdown on Smash hit.
* Ground version isn't vulnerable to anti-airs.
Is a lot easier to combo into and solo extend with the ground bounce than M version.
Goku teleports in front of the opponent and throws out a haymaker. Allows Goku to get relaunches from air combos by himself in the corner and with assists anywhere on the screen. 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.
 
Teleport comes from the direction '''Goku's'' facing and not the opponent's. So a cross up into j.236H will hit from their back.
}}
}}
}}
}}
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{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{Description|8|text=
* Ground version doesn't have Head attribute.
}}
{{AttackVersion|name=Ground L}}
{{#lsth:DBFZ/SS Goku/Data|214L}}
{{#lsth:DBFZ/SS Goku/Data|214L}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SS Goku/Data|j.214L}}
{{#lsth:DBFZ/SS Goku/Data|j.214L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Ground version doesn't have Head attribute.
* Ground version keeps grounded opponent standing.
* Ground version keeps opponent grounded.
j.214L after a blocked SD is a decent check.
Goku does 2 hits of a flying kick. The mid-air version is used for conversions into downwards Super Kamehameha mid-screen. Safe on block.
 
}}
Commonly used before air Super ender.
{{!}}-
}}
{{AttackVersion|name=M}}
{{AttackVersion|name=Ground M}}
{{#lsth:DBFZ/SS Goku/Data|214M}}
{{#lsth:DBFZ/SS Goku/Data|214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/SS Goku/Data|j.214M}}
{{#lsth:DBFZ/SS Goku/Data|j.214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Ground version doesn't have Head attribute.
* Smash on last hit. Smash hit wall sticks.
* Smash version results in a wallbounce in the corner.
* Smash 5MMM wall bounces.
* Smash 5MMM results in wallbounce that takes opponents out of the corner.
* Ground version puts him in the air.
Goku does 4 hits of a flying kick. The Smash version is used for Goku's optimal corner combos and the non-Smash version is used for conversions into downwards Super Kamehameha in the corner.
Can link into SD in the corner.
}}
}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=Ground H}}
{{#lsth:DBFZ/SS Goku/Data|214H}}
{{#lsth:DBFZ/SS Goku/Data|214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/SS Goku/Data|j.214H}}
{{#lsth:DBFZ/SS Goku/Data|j.214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Ground version doesn't have Head attribute.
* Smash on last hit. Smash hit wall bounces.
* Smash version results in a wallbounce. Massive corner carry mid-screen that combos directly into super dash.
* Ground version puts him in the air.
Goku does 6 hits of a flying kick. It can also be used in corner combos in the same fashion as the medium version though it isn't as meter efficient.
Smash hit has massive hitstun that can link into SD anywhere on screen.
}}
}}
}}
}}
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====== <font style="visibility:hidden" size="0">Kamehameha</font> ======
====== <font style="visibility:hidden" size="0">Kamehameha</font> ======
{{MoveData
{{MoveData
|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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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* The ground version can be angled upward by holding up or down after the input.
* Both versions can be angled by holding {{2}} or {{8}} after the input.
* The air version can be angled downwards by holding up or down after the input.
* Ground and air sideways wall stick.
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. Using Kamehameha after 5H on block creates a frame trap that catches any non-invincible or non-projectile invincible moves, including raw tags and assist calls. Goku can also perform left-right mix-ups by jumping over the opponent and firing the downward Kamehameha either early to hit from the front or late to hit from behind. On hit, it can lead into a combo by using a vanish and linking into 2M. In the corner, the downward version can be used near the ground to extend combos. The upward version can also extend corner combos but it needs to only hit with the edge of the beam so that opponents stay in a spiraling state as long as possible.
* Ground aimed up and air aimed down launches.
* Jails into Vanish.
Tk.236S[2] is a good crossup fake out.
 
Low to the ground j.236[2] is also used for advanced combos since it can link into sj.L
}}
}}
}}
}}
Line 401: Line 406:
==Assist==
==Assist==
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_Kamehameha.png |caption= Skidaddle skadoodle, now I control the neutral!
|image=DBFZ_SSGoku_Kamehameha.png |caption=
|input=A1/A2
|input=A1/A2
|name=Kamehameha
|name=Kamehameha
Line 410: Line 415:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Beats ki blasts and clashes with other beams.
* Wall sticks.
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, or set up into snap loops with characters like Bardock or Piccolo, though some characters may have a hard time doing so from mid-screen.
Not very useful for combo extension, typically only used at the end of corner combos into DR for snapbacks. It's mostly used to win neutral and cover for mixes.
 
Goku assist into tick throw DR also works even at high level due to the colors of the two blends together.
}}
}}
}}
}}
Line 432: Line 439:
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Ground version can be angled upward by holding up or down after the input. Value in [] are for up version.
* Both versions can be angled by holding {{2}} or {{8}} after the input.
* Air version can be angled downward by holding up or down after the input, which can cause a sliding knockdown.
* Values in [ ] are for angled versions.
* Minimum damage: Straight: 77*10 (770), Ground aimed up 81*10 (810), Air aimed down: 75*10 (750).
* Aimed down version causes a sliding knockdown.
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. Goku can combo into Warp Kamehameha using the air angled downward version of Super Kamehameha if he and his target are high enough in the air. The grounded upward angled version does more damage than any other version.
* Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750).
j.236LM[2] can actually set up safe jumps if it's not too high up and Goku still has his air option.
}}
}}
}}
}}
Line 441: Line 449:
====== <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='''''*pop*'''''
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2=''"I'll be sure to visit your grave!"''
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2="I'll be sure to visit your grave!"
|input=236H+S (Air OK)
|input=236H+S (Air OK)
|name=Warp Kamehameha
|name=Warp Kamehameha
Line 451: Line 459:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Teleports to the ground and to the opponent's back during the super freeze.
* Minimum damage: 81*10 (810).
* Minimum damage: 81*10 (810).
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. Very similar to his non-warp upward Super Kamehameha but it has more start-up.
Uses after a sliding knockdown.
}}
}}
}}
}}
Line 458: Line 467:
====== <font style="visibility:hidden" size="0">Meteor Smash</font> ======
====== <font style="visibility:hidden" size="0">Meteor Smash</font> ======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_MeteorSmash.png |caption='''''"This is... to go... even further beyond!"'''''
|image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill?
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2='''''"AAAAAAAAAAAAHHHHH!"'''''
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=NO WAY IT KILLED!!1!
|input=214L+M or 214H+S
|input=214L+M or 214H+S
|name=Meteor Smash
|name=Meteor Smash
Line 468: Line 477:
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Swaps sides with opponent both on hit and on block.
* Stays grounded, teleports to the opponent's back after the super freeze.
* Results in a hard knockdown on hit.
* Causes a hard knockdown on hit.
* Blockable after Goku teleports.
* Minimum damage: 1759.
* Acts as Goku's only invincible reversal.
Goku's only invincible reversal.
* Minimum damage is 1759.
 
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. This is his best super for damage and oki though the hard knockdown can be difficult to use if the opponent wasn't sent to the corner. If the opponent was under the effects of Sparking Blast when they got hit, they will continue to regenerate health during the animation though the opponent will also use up their Sparking Blast's timer.
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by utilizing the fact that it teleports ''to the opponent's back.''
}}
}}
}}
}}

Revision as of 18:26, 3 November 2019

Son 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
  • Great solo damage.
  • Has a 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.


Normals

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.
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
  • Placeholder
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
  • Can link into j.L in the corner
  • Jails 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


  • Mostly combo filler.
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 sticks on Smash hit.
  • Non-Smash can still combo into Super Dash in the corner.

Staggered 5H can beat Solo Guard Cancel.

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.
  • 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
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


  • A lower jab.

Inferior to 5L in almost every way.

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.
  • Launches on hit.

2M 2M and 5S 2M beat mashing more often than you'd expect.

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 him airborne.
  • Smash hit combos into Super Dash.

Go to anti-air. 2H > j.236S[2] beats counter 2H.

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.

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

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.

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

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


  • Decent range.
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. On safe jumps, j.H 4S is an OS that gives j.H > j.S on hit or a Reflect on whiff.

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


  • Combo filler.

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

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


  • Smash hit combos into Super Dash.

Specials

Dragon Flash Fist
Dragon Flash Fist
236L/M/H (Air OK)
DBFZ SSGoku DragonFlashFist.png
Template:AttackDataHeader-DBFZ
  • Ground version doesn't have Head attribute.
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 combo into Supers.
  • Goes half screen.

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

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
  • Ground bounce and sliding knockdown on Smash hit.
  • Goes almost fullscreen.

Can be linked from M Flurry Kick in the corner, which is also the only way for him to solo extend with the ground bounce.

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 anywhere on screen.
  • [ ] values are mid-combo.
  • Ground bounce and sliding knockdown on Smash hit.

Is a lot easier to combo into and solo extend with the ground bounce than M version.

Teleport comes from the direction 'Goku's facing and not the opponent's. So a cross up into j.236H will hit from their back.

Flurry Kick
Flurry Kick
214L/M/H (Air OK)
DBFZ SSGoku FlurryKick.png
TATSUMAKI SENPUKYAKU
Template:AttackDataHeader-DBFZ
  • Ground version doesn't have Head attribute.
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 is a decent check.

Commonly used before air Super ender.

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
  • Smash on last hit. Smash hit wall sticks.
  • Smash 5MMM wall bounces.
  • Ground version puts him in the air.

Can link into SD in the corner.

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
  • Smash on last hit. Smash hit wall bounces.
  • Ground version puts him in the air.

Smash hit has massive hitstun that can link into SD anywhere on screen.

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 stick.
  • Ground aimed up and air aimed down launches.
  • Jails into Vanish.

Tk.236S[2] is a good crossup fake out.

Low to the ground j.236[2] is also used for advanced combos since it can link into sj.L

Assist

Kamehameha
A1/A2
DBFZ SSGoku Kamehameha.png
Template:AttackDataHeader-DBFZ
  • Wall sticks.

Not very useful for combo extension, typically only used at the end of corner combos into DR for snapbacks. It's mostly used to win neutral and cover for mixes.

Goku assist into tick throw DR also works even at high level due to the colors of the two blends together.

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.
Template:AttackDataHeader-DBFZ
Ground
Air
  • Both versions can be angled by holding Template:2 or Template:8 after the input.
  • 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 actually set up safe jumps if it's not too high up and Goku still has his air option.

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
  • Teleports to the ground and to the opponent's back during the super freeze.
  • Minimum damage: 81*10 (810).

Uses after a sliding knockdown.

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.
  • Minimum damage: 1759.

Goku's only invincible reversal.

Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by utilizing the fact that it teleports to the opponent's back.

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.

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