DBFZ/SS Goku: Difference between revisions

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{{Description|8|text=
{{Description|8|text=
* Basic jab.
* Basic jab.
Shares near identical frame data with 2L, but its less overall frames and its better whiff cancelable properties make this a safer button to throw out in neutral. It also has more range and a better hitbox for catching airborne opponents.
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{{AttackVersion|name=5LL}}
{{AttackVersion|name=5LL}}
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Placeholder
Has less range than his other mediums though so make sure not to whiff with this move.
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{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
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* Can link into j.L in the corner
* Can link into j.L in the corner
* Jails into Vanish
* Jails into Vanish
Offers no mix-up potential and doesn't provide him any combos that are as damaging as his other routes. The hitbox while reaches behind him is also firmly horizontal which prevents it from connecting after his 5LL hits an airborne opponent.
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{{Description|7|text=
{{Description|7|text=
* Mostly combo filler.
* Mostly combo filler.
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.
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* Great range.
* Great range.
* Launches on hit.
* Launches on hit.
2M 2M and 5S 2M beat mashing more often than you'd expect.
Absolutely vital to Goku's gameplan. It has great range and a low hurtbox for use in neutral and stagger. 2M 2M and 5S 2M beat mashing more often than you'd expect.
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* Puts him airborne.
* Puts him airborne.
* Smash hit combos into Super Dash.
* Smash hit combos into Super Dash.
Go to anti-air. 2H > j.236S[2] beats counter 2H.
Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H.
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{{Description|7|text=
{{Description|7|text=
* Decent range.
* Decent range.
 
IAD j.M is Goku's best cross-up option.
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* Ground bounce and sliding knockdown on Smash hit.
* Ground bounce and sliding knockdown on Smash hit.
* Goes almost fullscreen.
* 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.
Can be linked from M Flurry Kick in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce.
}}
}}
{{AttackVersion|name=Ground H}}
{{AttackVersion|name=Ground H}}
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Is a lot easier to combo into and solo extend with the ground bounce than M version.
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.
Teleport comes from the direction '''Goku's'' facing and not the opponent's. So a cross-up jump into j.236H will hit from their back.
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Smash on last hit. Smash hit wall sticks.
* Smash on last hit. Smash hit wall stick, can link into SD in the corner.
* Smash 5MMM wall bounces.
* Smash 5MMM wall bounces.
* Ground version puts him in the air.
* Ground version recovers in the air.
Can link into SD in the corner.
Mostly used in corner BnBs.
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{{!}}-
{{!}}-
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{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Smash on last hit. Smash hit wall bounces.
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.
* Ground version puts him in the air.
* Ground version recovers in the air.
Smash hit has massive hitstun that can link into SD anywhere on screen.
Doesn't have enough utilities for the 1 bar it spent.
}}
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* Ground aimed up and air aimed down launches.
* Ground aimed up and air aimed down launches.
* Jails into Vanish.
* Jails into Vanish.
Tk.236S[2] is a good crossup fake out.
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.


Low to the ground j.236[2] is also used for advanced combos since it can link into sj.L
Low to the ground j.236[2] is also used for advanced corner combos since it can link into sj.L
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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.
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.
Goku assist into tick throw DR also works even at high level of plays due to the colors of the two blends together.
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* Teleports to the ground and to the opponent's back during the super freeze.
* Teleports to the ground and to the opponent's back during the super freeze.
* Minimum damage: 81*10 (810).
* Minimum damage: 81*10 (810).
Uses after a sliding knockdown.
Does as much damage as grounded Super Kamehameha aimed up, and thanks to the teleport it's almost always the go-to Lv1 to use midscreen. The only real downside is the sideswitch.
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{{Description|7|text=
{{Description|7|text=
* Stays grounded, teleports to the opponent's back after the super freeze.
* Stays grounded, teleports to the opponent's back after the super freeze.
* Causes a hard knockdown on hit.
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen.
* Minimum damage: 1759.
* Minimum damage: 1759.
Goku's only invincible reversal.
Goku's only invincible reversal. The most you can get as oki is dash jump j.M safejump.


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

Revision as of 13:30, 5 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.

Shares near identical frame data with 2L, but its less overall frames and its better whiff cancelable properties make this a safer button to throw out in neutral. It also has more range and a better hitbox for catching airborne opponents.

5LL


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.

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

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

5M
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.

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

5H
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.

Absolutely vital to Goku's gameplan. It has great range and a low hurtbox for use in neutral and stagger. 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. On block, cancelling into j.236S[2] will beat 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.

IAD j.M is Goku's best cross-up option.

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 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 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 meterlessly 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 jump 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 versions don'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 stick, can link into SD in the corner.
  • Smash 5MMM wall bounces.
  • Ground version recovers in the air.

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
  • 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.

Doesn't have enough utilities for the 1 bar it spent.

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.

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.

Low to the ground j.236[2] is also used for advanced corner 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 of plays 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!"
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Ground
Air
  • Teleports to the ground and to the opponent's back during the super freeze.
  • Minimum damage: 81*10 (810).

Does as much damage as grounded Super Kamehameha aimed up, and thanks to the teleport it's almost always the go-to Lv1 to use midscreen. The 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!
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  • 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. The most you can get as oki is dash jump j.M safejump.

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

Navigation

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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