As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.
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
High average damage, especially in the corner.
Has an anywhere, meterless sliding knockdown.
His buttons range from good to amazing, with one of the best 2M in the game.
Amazing stagger pressure with 4LL, and most of his normals being safe on block.
One of the few beam assist in the game.
Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain.
Mix-up is basic. He generally has to rely on universal options to open up opponents.
While he has options for every situation, he is generally outclassed by specialist characters.
Basic jab. Identical startup as 2L, but has more active frames and longer range for catching airborne opponents.
5LL
5LLnormal
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
Has less range than his other mediums though so make sure not to whiff with this move.
Mostly used as combo filler.
5LLL
5LLLnormal
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
Stays grounded.
Jails into Vanish on its own, or true string into 236S and then Vanish.
5LLL > SD is not 2H-able in the corner (3f gap in the corner and 4f midscreen).
Offers no mix-up potential and is very niche as a combo filler. The strength of this move is its huge blockstun, being one of the few normals in the game that can jail into Vanish.
Active until contact or off stage Values in [ ] are when used as 5SS~5SSSSSS Values in { } are for 5SSSSSS
Mash or hold S to shoot all 6 Ki blasts even on whiff.
Last Ki blast launches on hit.
Really good button to stagger with as it's safe and push the opponent out a decent amount.
In neutral, you should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.
This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves.
Sliding knockdown on Smash hit. Can easily combo into Supers.
Goes half screen.
j.S > j.236L is Goku's anywhere meterless sliding knockdown. Though the oki is slightly worse than Smash j.H, and it'll drop at higher hitstun decay.
Can be done after a jump in as a double overhead of sort, but the reward isn't great, it can whiff over them, and you're wide open as you're charging forward.
Ground M
236MM Dragon Flash Fistspecial
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
Air M
j.236MAir M Dragon Flash Fistspecial
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
Small ground bounces and sliding knockdown on Smash hit.
Goes almost fullscreen.
j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where you can't link neither j.L nor 5L/2L.
SD > j.M > j.214M into j.236M extension works at further from the corner than you'd expect. Thus from any stray SD or raw tag, Goku can easily convert into a full combo.
Ground H
236HH Dragon Flash Fistspecial
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
Air H
j.236HAir H Dragon Flash Fistspecial
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
Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.
Values in [ ] is when the opponent is in untech time (air hitstun).
Small ground bounces and sliding knockdown on Smash hit.
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.
A lot stronger as a jump in double overhead compares to j.236L, as the animation is more ambiguous, it can't whiff, and on hit you can extend with Vanish. It can be used as a decent Spark bait thanks to being full invul during the teleport.
Teleport comes from the direction Goku's facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a double cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around.
j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox.
Ground M
214MM Flurry Kickspecial
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
Air M
j.214MAir M Flurry Kickspecial
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
Has great corner carry.
Smash on last hit. Smash hit wall splats, can link into SD in the corner.
Smash 5MMM wall bounces.
Ground version recovers in the air.
Borderline suicidal to use in neutral. It is mostly used in corner BnBs.
Ground H
214HH Flurry Kickspecial
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
Air H
j.214HAir H Flurry Kickspecial
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
Has amazing corner carry.
Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.
Ground version recovers in the air.
H versions don't have enough utilities to justify the 1 bar they spend. Can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it really leaves you wide open...
Values in [ ] are for angled version Recovery on hit/block: 33 [27] Whiff cancelable into Super Dash during recovery
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.236SAir Kamehamehaspecial
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
The bee, of course, flies anyway because bees don't care what humans think is impossible.
Both versions can be angled by holding Template:2 or Template:8 after the input.
Ground and air sideways wall splat on hit.
Ground aimed up and air aimed down launches on hit.
Jails into Vanish.
Its ability to be used both on the ground or in the air as well being able to angle both versions gives Goku a commanding presence at long range. Tk.236S[2] is also a very efficient cross-up fake out.
2H (blocked) > j.236S[2] cannot be mashed back, counter 2H'd, or jumped out due to it only having a 3f gap. If they try one of those things and get hit in the corner, he can combo straight into 2M and do a full combo. Goku's in a safe-ish range doing this midscreen, but it's still best to Vanish and take your plus frames.
Note that the opponent can hard read the Kame with Reflect, at which point there isn't much you can do if you have no assists to back you up. Definitely do not panic (or auto-pilot) Vanish and put yourself in the corner if you see the Reflect.
The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.
Both versions can be angled by holding Template:2 or Template:8 after the input. Angled Kames at close range will hold them in place until the last hit.
j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. By airdashing after the super has ended into falling j.H, this covers every wakeup options beside delayed wakeup.
DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame, AGohan Lv1 (whiff), DR, etc.
Teleports to the ground and to the opponent's back during the super freeze.
Minimum damage: 81*10 (810).
Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch.
Stays grounded, teleports to the opponent's back after the super freeze.
Causes a hard knockdown on hit, positions them at the opposite edge of the screen.
Minimum damage: 1759.
Goku's only invincible reversal. On hit, the easy universal safejump is (buffered) dash jump j.M.
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha).
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.