DBFZ/SS Goku: Difference between revisions

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!Son Goku (Super Saiyan)
!Goku (Super Saiyan)
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{{#lsth:DBFZ/SS Goku/Data|SystemData}}
{{#lsth:{{PAGENAME}}/Data|SystemData}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
;Play-style
:Balanced
:Balanced
;Team Role
:Anchor
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==Overview==
==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 further and further to protect his friends or correct his mistakes, and always hoping for another fun challenge in the future.
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.
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.
* Simple gameplan and overall well-rounded, allowing him to tackle most situations.
* 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.
* High average damage, especially in the corner.
* Plethora of cross-up teleporting moves gives Goku a fantastic cross-up game and denies zoning.
* Has an anywhere, meterless sliding knockdown.
* Projectiles cover a variety of angles.
* His buttons range from good to amazing, with one of the best 2M in the game.
* 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.
* Amazing stagger pressure with 4LL, and most of his normals being safe on block.
* Versatile assist; can be used to extend combos or to pressure opponents.
* 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.
* Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain.
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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.  
* Mix-up is basic. He generally has to rely on universal options to open up opponents.  
* One low (2M); makes his high-low mixup game very weak.
* While he has options for every situation, he is generally outclassed by specialist characters.
* His 6M, 2H, 236H, 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.
 
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{{#lst:DBFZ/SS Goku/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Normals==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5L</font> ======
======<font style="visibility:hidden;font-size:0">5L</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_5L.png |caption=Sweet and simple.
|image2=DBFZ_SSGoku_5LL.png |caption2=Medium in disguise.
|image3=DBFZ_SSGoku_5LLL.png |caption3=Roundhouse!
|name=5L
|name=5L
|image=DBFZ_SSGoku_5L.png |caption=
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{{Description|8|text=
{{Description|8|text=
* Can be canceled into from itself, even on whiff.
Basic jab. Identical startup as 2L, but has more active frames and longer range for catching airborne opponents.
* 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}}
{{#lsth:DBFZ/SS Goku/Data|5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Can be canceled into from 5L, even on whiff.
Has less range than his other mediums though so make sure not to whiff with this move.
* Jump cancelable on hit.
 
* Auto-corrects on side switch.
Mostly used as combo filler.
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}}
{{#lsth:DBFZ/SS Goku/Data|5LLL}}
{{#lsth:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Can be canceled into from 5LL, even on whiff.
* Stays grounded.
* Auto-corrects on side switch.
* Jails into Vanish on its own, or true string into 236S and then Vanish.
* When all other characters are down, this move is Goku's Guard Cancel attack.
* 5LLL > SD is not 2H-able in the corner (3f gap in the corner and 4f midscreen).
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.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_5M.png |caption=The Saiyan's Elbow
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{{Description|7|text=
{{Description|7|text=
* Jump cancelable on hit.
An okay button on its own, though overshadowed by 2M. It's negative on block so beware of ending blockstring with this during stagger.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_5H.png |caption=Kick 'em to the curb!
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{{Description|7|text=
{{Description|7|text=
* Wall bounces on Smash hit.
* Wall splats 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.
A standard 5H, though the combination of startup and active allows this to beat Solo Guard Cancel clean on reaction.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
======<font style="visibility:hidden;font-size:0">5S</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_5S.png |caption=ATATATATATA
|name=5S
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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 even on whiff.
* The sixth blast knocks the opponent back on grounded hit.
* Last Ki blast launches on hit.
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.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
======<font style="visibility:hidden;font-size:0">2L</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_2L.png |caption=Why couldn't this move be a low?
|name=2L
|name=2L
|image=DBFZ_SSGoku_2L.png |caption=
|data=
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{{Description|7|text=
{{Description|7|text=
*Can be canceled into from itself, even on whiff.
Inferior to 5L in almost every way. Though it's not a bad button to mash out of pressure.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
======<font style="visibility:hidden;font-size:0">2M</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_2M.png |caption=Slide into those (2)M's
|name=2M
|name=2M
|image=DBFZ_SSGoku_2M.png |caption=God normal
|data=
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{{Description|7|text=
{{Description|7|text=
* Goku's only low.
* Great range and very active hitbox.
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.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
======<font style="visibility:hidden;font-size:0">2H</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_2H.png |caption=SHORYUKEN!
|name=2H
|name=2H
|image=DBFZ_SSGoku_2H.png |caption=
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{{Description|7|text=
{{Description|7|text=
* Counts as airborne.
* Puts Goku 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. On block, cancel into j.214L to be safe.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2S</font> ======
======<font style="visibility:hidden;font-size:0">2S</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_2S.png |caption=Hitstun in a can.
|name=2S
|name=2S
|image=DBFZ_SSGoku_2S.png |caption=Hitstun in a can
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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 on hit.
Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height.  
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_6M.png |caption=Se, no!
|name=6M
|name=6M
|image=DBFZ_SSGoku_6M.png |caption=
|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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
======<font style="visibility:hidden;font-size:0">j.L</font>======
{{MoveData
{{MoveData
|name=j.L
|image=DBFZ_SSGoku_jL.png |caption=
|image=DBFZ_SSGoku_jL.png |caption=
|name=j.L
|data=
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{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{Description|7|text=
{{Description|7|text=
* Double jump cancelable.
Just another jab. Not really good for fuzzy as rising j.L can only hit very tall characters.
* Can cancel into itself.
Goku does a jumping straight jab. Input as j.4LL to string together two j.L's in a row.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
{{MoveData
|name=j.M
|image=DBFZ_SSGoku_jM.png |caption=
|image=DBFZ_SSGoku_jM.png |caption=
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{{Description|7|text=
{{Description|7|text=
* Double jump cancelable.
Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or j.S into microdash 5L, depending on the height.
* 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_jH.png |caption=GOKU SMASH
|name=j.H
|name=j.H
|image=DBFZ_SSGoku_jH.png |caption=Hammer
|data=
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{{AttackDataHeader-DBFZ}}
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{{#lsth:DBFZ/SS Goku/Data|j.H}}
{{Description|8|text=
* Wall bounces on Smash hit.
}}
{{AttackVersion|name=j.H}}
{{#lsth:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|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.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
======<font style="visibility:hidden;font-size:0">j.S</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_jS.png |caption= Step 1: Spark, Step 2: j.S, Step 3: '''Profit'''
|name=j.S
|name=j.S
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|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.
* Stalls momentum temporarily.
Jump back j.S is a decent keep away. Can also be used higher up to snipe grounded opponent, but beware of the landing recovery.
 
This is also another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops.
 
On safe jumps, j.M (or j.H) 4S is an OS that gives j.M > j.S on hit or a Reflect on whiff.
}}
}}
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}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
======<font style="visibility:hidden;font-size:0">j.2H</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_j2H.png |caption=Galactic Punt
|name=j.2H
|name=j.2H
|image=DBFZ_SSGoku_j2H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
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{{#lsth:DBFZ/SS Goku/Data|j.2H}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Double jump cancelable.
* Pushes Goku forward.
* Launches higher with more hitstun on Smash hit.
* Smash hit combos into Super Dash.
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.
}}
}}
}}
}}


==Specials==
==Special Moves==
====== <font style="visibility:hidden" size="0">Dragon Flash Fist</font> ======
======<font style="visibility:hidden;font-size:0">Dragon Flash Fist</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_DragonFlashFist.png |caption= Netplay Special: The Reckoning
|name=Dragon Flash Fist
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
|name=Dragon Flash Fist
|image=DBFZ_SSGoku_DragonFlashFist.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{Description|8|text=
{{#lsth:DBFZ/SS Goku/Data|236L}}
* All ground versions don't have Head attribute.
* Removes any landing recovery.
}}
{{AttackVersion|name=Ground L}}
{{#lsth:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SS Goku/Data|j.236L}}
{{#lsth:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Results in a sliding knockdown on Smash hit.
* Sliding knockdown on Smash hit. Can easily 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 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.
}}
}}
{{AttackVersion|name=Ground M}}
{{#lsth:{{PAGENAME}}/Data|236M}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/SS Goku/Data|236M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{AttackVersion|name=j.M}}
{{#lsth:DBFZ/SS Goku/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Ground bounce and sliding knockdown on Smash hit.
* Small ground bounces 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.
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.
}}
}}
{{AttackVersion|name=Ground H}}
{{#lsth:{{PAGENAME}}/Data|236H}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/SS Goku/Data|236H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{AttackVersion|name=j.H}}
{{#lsth:DBFZ/SS Goku/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Teleports on start-up.
* Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.
* Ground bounce and sliding knockdown on Smash hit.
* Values in [ ] is when the opponent is in untech time (air hitstun).
* Ground version isn't vulnerable to anti-airs.
* Small ground bounces and sliding knockdown on Smash hit.
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.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Flurry Kick</font> ======
======<font style="visibility:hidden;font-size:0">Flurry Kick</font>======
{{MoveData
{{MoveData
|name=Flurry Kick
|input=214L/M/H (Air OK)
|image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI SENPUKYAKU
|image=DBFZ_SSGoku_FlurryKick.png |caption=TATSUMAKI SENPUKYAKU
|input=214L/M/H (Air OK)
|name=Flurry Kick
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=L}}
{{Description|8|text=
{{#lsth:DBFZ/SS Goku/Data|214L}}
* Ground versions don't have Head attribute.
* Always pushes Goku forward.
}}
{{AttackVersion|name=Ground L}}
{{#lsth:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/SS Goku/Data|j.214L}}
{{#lsth:{{PAGENAME}}/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 (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.
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.
}}
}}
{{AttackVersion|name=Ground M}}
{{#lsth:{{PAGENAME}}/Data|214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/SS Goku/Data|214M}}
{{#lsth:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{AttackVersion|name=j.M}}
{{#lsth:DBFZ/SS Goku/Data|j.214M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Ground version doesn't have Head attribute.
* Has great corner carry.
* Smash version results in a wallbounce in the corner.
* Smash on last hit. Smash hit wall splats, can link into SD in the corner.
* Smash 5MMM results in wallbounce that takes opponents out of the corner.
* Smash 5MMM wall bounces.
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.
* Ground version recovers in the air.
}}
Borderline suicidal to use in neutral. It is mostly used in corner BnBs.
}}
{{!}}-
{{!}}-
{{AttackVersion|name=H}}
{{AttackVersion|name=Ground H}}
{{#lsth:DBFZ/SS Goku/Data|214H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=j.H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/SS Goku/Data|j.214H}}
{{#lsth:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Ground version doesn't have Head attribute.
* Has amazing corner carry.
* Smash version results in a wallbounce. Massive corner carry mid-screen that combos directly into super dash.  
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.
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.
* 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...
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Kamehameha</font> ======
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_Kamehameha.png |caption= "I've waited
|name=Kamehameha
|image2=DBFZ_SSGoku_Kamehameha_Up.png |caption2= 5 episodes
|image3=DBFZ_SSGoku_Kamehameha_Down.png |caption3= for this!"
|input=236S (Air OK)
|input=236S (Air OK)
|name=Kamehameha
|image=DBFZ_SSGoku_Kamehameha.png |caption="I've waited
|data={{AttackDataHeader-DBFZ|version=yes}}
|image2=DBFZ_SSGoku_Kamehameha_Up.png |caption2=5 episodes
|image3=DBFZ_SSGoku_Kamehameha_Down.png |caption3=for this!"
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SS Goku/Data|236S}}
{{#lsth:{{PAGENAME}}/Data|236S}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/SS Goku/Data|j.236S}}
{{#lsth:{{PAGENAME}}/Data|j.236S}}
{{!}}-
{{!}}-
{{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 splat on hit.
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 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.
}}
}}
}}
}}


==Assist==
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_Kamehameha.png |caption= Skidaddle skadoodle, now I control the neutral!
|input=A1/A2
|name=Kamehameha
|name=Kamehameha
|input=Assist A
|image=DBFZ_SSGoku_Kamehameha.png |caption=Neutral 101
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{Description|7|text=
* Wall splats.
The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.
As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.
}}
}}
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
|name=Flurry Kick
|input=Assist B
|image=DBFZ_SSGoku_???.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{Description|7|text=
}}
}}
======<font style="visibility:hidden;font-size:0">Assist C</font>======
{{MoveData
|name=Dragon Storm
|input=Assist C
|image=DBFZ_SSGoku_???.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Goku/Data|A1/A2}}
{{#lsth:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Beats ki blasts and clashes with other beams.
 
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.
}}
}}
}}
}}


==Supers==
==Super Moves==
====== <font style="visibility:hidden" size="0">Super Kamehameha</font> ======
======<font style="visibility:hidden;font-size:0">Super Kamehameha</font>======
{{MoveData
{{MoveData
|name=Super Kamehameha
|input=236L+M (Air OK)
|image=DBFZ_SSGoku_SuperKamehameha.png |caption=The signature move.
|image=DBFZ_SSGoku_SuperKamehameha.png |caption=The signature move.
|image2=DBFZ_SSGoku_SuperKamehameha_Up.png |caption2=The snipe.
|image2=DBFZ_SSGoku_SuperKamehameha_Up.png |caption2=The snipe.
|image3=DBFZ_SSGoku_SuperKamehameha_Down.png |caption3=The aerial signature move.
|image3=DBFZ_SSGoku_SuperKamehameha_Down.png |caption3=The aerial signature move.
|input=236L+M (Air OK)
|data=
|name=Super Kamehameha
{{AttackDataHeader-DBFZ|version=yes}}
|data={{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/SS Goku/Data|236LM}}
{{#lsth:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/SS Goku/Data|j.236LM}}
{{#lsth:{{PAGENAME}}/Data|j.236LM}}
{{!}}-
{{!}}-
{{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. Angled Kames at close range will hold them in place until the last hit.
* 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 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Warp Kamehameha</font> ======
======<font style="visibility:hidden;font-size:0">Warp Kamehameha</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_WarpKamehameha.png |caption='''''*pop*'''''
|name=Warp Kamehameha
|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
|image=DBFZ_SSGoku_WarpKamehameha.png |caption=
|data=
|image2=DBFZ_SSGoku_WarpKamehameha2.png |caption2="I'll be sure to visit your grave!"
{{AttackDataHeader-DBFZ}}
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:{{PAGENAME}}/Data|236HS}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Goku/Data|236HS}}
{{AttackVersion|name=Air}}
{{#lsth:{{PAGENAME}}/Data|j.236HS}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|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.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Meteor Smash</font> ======
======<font style="visibility:hidden;font-size:0">Meteor Smash</font>======
{{MoveData
{{MoveData
|image=DBFZ_SSGoku_MeteorSmash.png |caption='''''"This is... to go... even further beyond!"'''''
|name=Meteor Smash
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2='''''"AAAAAAAAAAAAHHHHH!"'''''
|input=214L+M or 214H+S
|input=214L+M or 214H+S
|name=Meteor Smash
|image=DBFZ_SSGoku_MeteorSmash.png |caption=Oh, is it gonna kill?
|data=
|image2=DBFZ_SSGoku_MeteorSmash2.png |caption2=NO WAY IT KILLED!!1!
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/SS Goku/Data|214LM}}
{{#lsth:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{!}}-
{{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, positions them at the opposite edge of the screen.
* Blockable after Goku teleports.
* Minimum damage: 1759.
* Acts as Goku's only invincible reversal.
Goku's only invincible reversal. On hit, the easy universal safejump is (buffered) dash jump j.M.
* 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 hitting them in a way that turns their backs away from the corner (Tien Lv1+1 and Yamcha).
}}
}}
}}
}}


==Navigation==
==Navigation==
{{#lsth:DBFZ/SS Goku/Data|Links}}
{{#lsth:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/SS Goku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Goku]]
[[Category:Goku]]

Revision as of 08:52, 20 February 2020

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

Overview

Born "Kakarot", Son Goku (named directly after the Japanese naming of Journey to the West protagonist Sun Wukong) was sent to Earth shortly before the Saiyan race was driven to extinction by Frieza. Found and cared for by martial artist Son Gohan, and brought up by the Turtle Hermit, Master Roshi, Goku would eventually grow into a young man, with both a burning passion for testing his might against other fighters and a strong sense of justice. However, his ceaseless lust for battle would endanger himself, his friends, his planet, and even his universe, but through these hardships he has pushed himself further and further beyond, unlocking the legendary power of Super Saiyan after his friend, Krillin, was killed by Frieza. Even under constant threats, Goku has stepped up, pushing himself in order to protect his friends or correct his mistakes, and always hoping for another fun challenge in the future.

In Dragon Ball FighterZ, Super Saiyan Goku is a well rounded character. He has buttons with good reach, his specials and their variants provide additional neutral, mixup and combo extension options and his Super Kamehameha is very flexible, making it easy to combo into from any situation. If you're new to fighting games and are looking for a beginner-friendly character, or you're a veteran looking for a solid character to round out your team, Super Saiyan Goku is a good option to consider.

Strengths/Weaknesses

Strengths Weaknesses
  • Simple gameplan and overall well-rounded, allowing him to tackle most situations.
  • High average damage, especially in the corner.
  • Has an anywhere, meterless sliding knockdown.
  • His buttons range from good to amazing, with one of the best 2M in the game.
  • Amazing stagger pressure with 4LL, and most of his normals being safe on block.
  • One of the few beam assist in the game.
  • Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain.
  • Mix-up is basic. He generally has to rely on universal options to open up opponents.
  • While he has options for every situation, he is generally outclassed by specialist characters.


Normal Moves

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


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

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

5LL


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

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

Mostly used as combo filler.

5LLL


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

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

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


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

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


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

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

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


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

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

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

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


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

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


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

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

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


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

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

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


  • Keeps grounded opponent standing on hit.

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

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


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


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

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


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

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


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

Go-to jump in.

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


  • Stalls momentum temporarily.

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

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

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

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


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

Special Moves

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


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


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

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

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

Ground M


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


j.236M
Air M Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 High 20 4 22 - H - D1 80%+1 12% 3 19 GBounce 80 / 79 + GBounce + Slide 19
Removes all landing recovery
DBFZ SSGoku DragonFlashFist.png
  • Small ground bounces and sliding knockdown on Smash hit.
  • Goes almost fullscreen.

j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where you can't link neither j.L nor 5L/2L.

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

Ground H


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


j.236H
Air H Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 High 24~32 [20~28] 4 18 +1 H 4-16~24 All [4-12~20 All] D1 80%+1 -50% 3 21 GBounce 80 / 79 + GBounce + Slide 19
Removes all landing recovery
Values in [ ] are when the opponent is in air hitstun/untech
DBFZ SSGoku DragonFlashFist.png
  • Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.
  • Values in [ ] is when the opponent is in untech time (air hitstun).
  • Small ground bounces and sliding knockdown on Smash hit.

While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.

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

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

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


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


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

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

Ground M


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


j.214M
Air M Flurry Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×4 All 9 3{(6)3}×3 18 - H 4-38 Head U1+ 100%+1×3 (Once), 100%+1 6%×4 0 11×4 Launch 23×4 / 23×3, 49 + WSplat
Clash level 4
DBFZ SSGoku FlurryKick.png
  • Has great corner carry.
  • Smash on last hit. Smash hit wall splats, can link into SD in the corner.
  • Smash 5MMM wall bounces.
  • Ground version recovers in the air.

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

Ground H


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


j.214H
Air H Flurry Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
270×6 All 7 2{(6)2}×5 14 - H 4-48 Head U1+ 100%+1×5 (Once), 100%+1 -50% 0 11×6 Launch 23×6 / 23×5, 57 + WBounce
Clash level 4
DBFZ SSGoku FlurryKick.png
  • Has amazing corner carry.
  • Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.
  • Ground version recovers in the air.

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

Kamehameha
Kamehameha
236S (Air OK)
DBFZ SSGoku Kamehameha.png
"I've waited
DBFZ SSGoku Kamehameha Up.png
5 episodes
DBFZ SSGoku Kamehameha Down.png
for this!"
Template:AttackDataHeader-DBFZ
Ground


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


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

Its ability to be used both on the ground or in the air as well being able to angle both versions gives Goku a commanding presence at long range. Tk.236S[2] is also a very efficient cross-up fake out.

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

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

Z Assists

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


  • Wall splats.

The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku assist into tick throw DR is extremely good due to the colors of the two blending together.

As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into snapbacks.

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


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


Super Moves

Super Kamehameha
Super Kamehameha
236L+M (Air OK)
DBFZ SSGoku SuperKamehameha.png
The signature move.
DBFZ SSGoku SuperKamehameha Up.png
The snipe.
DBFZ SSGoku SuperKamehameha Down.png
The aerial signature move.
Template:AttackDataHeader-DBFZ
Ground
Air
  • Both versions can be angled by holding Template:2 or Template:8 after the input. Angled Kames at close range will hold them in place until the last hit.
  • Values in [ ] are for angled versions.
  • Aimed down version causes a sliding knockdown.
  • Minimum damage: Straight: 77*10 (770), Ground aimed up: 81*10 (810), Air aimed down: 75*10 (750).

j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. By airdashing after the super has ended into falling j.H, this covers every wakeup options beside delayed wakeup.

DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique DHC-nergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame, AGohan Lv1 (whiff), DR, etc.

Warp Kamehameha
Warp Kamehameha
236H+S (Air OK)
DBFZ SSGoku WarpKamehameha.png
DBFZ SSGoku WarpKamehameha2.png
"I'll be sure to visit your grave!"
Template:AttackDataHeader-DBFZ
Ground
Air
  • Teleports to the ground and to the opponent's back during the super freeze.
  • Minimum damage: 81*10 (810).

Almost identical to grounded Super Kamehameha aimed up, but thanks to the teleport it can actually hit from midscreen. Its only real downside is the sideswitch.

Meteor Smash
Meteor Smash
214L+M or 214H+S
DBFZ SSGoku MeteorSmash.png
Oh, is it gonna kill?
DBFZ SSGoku MeteorSmash2.png
NO WAY IT KILLED!!1!
Template:AttackDataHeader-DBFZ
  • Stays grounded, teleports to the opponent's back after the super freeze.
  • Causes a hard knockdown on hit, positions them at the opposite edge of the screen.
  • Minimum damage: 1759.

Goku's only invincible reversal. On hit, the easy universal safejump is (buffered) dash jump j.M.

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

Navigation

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

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