* Wide range of normals and projectiles give him a strong neutral game.
* Wide range of normals and projectiles give him a strong neutral game.
* High damage, especially in the corner.
* High damage, especially in the corner.
* Great left-right mixup with [[DBFZ/SS Goku#Kamehameha|Aerial Kamehameha]] that can even jail into vanish if blocked.
* Great left-right mixup with [[DBFZ/SS Goku#Kamehameha|Aerial Kamehameha]] that beats anti-air options and can even jail into vanish if blocked.
* [[DBFZ/SS Goku#Flurry Kick|Flurry Kick]] is a great move in common scramble situations and combos.
* [[DBFZ/SS Goku#Flurry Kick|Flurry Kick]] is a great move in common scramble situations and combos.
* Has an anywhere, meterless sliding knockdown with [[DBFZ/SS Goku#Dragon Flash Fist|Dragon Flash Fist]]
* Has an anywhere, meterless sliding knockdown with [[DBFZ/SS Goku#Dragon Flash Fist|Dragon Flash Fist]]
Revision as of 20:22, 20 March 2020
Goku (Super Saiyan)
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.
SS GokuSS Goku fulfills the role of a well-rounded and approachable character focused on fundamentals.
Pros
Cons
Simple gameplan and overall well-rounded, allowing him to tackle most situations.
Wide range of normals and projectiles give him a strong neutral game.
High damage, especially in the corner.
Great left-right mixup with Aerial Kamehameha that beats anti-air options and can even jail into vanish if blocked.
Flurry Kick is a great move in common scramble situations and combos.
Basic jab. Identical startup as 2L, but has more active frames and longer range for catching airborne opponents.
5LL
Has less range than his other mediums though so make sure not to whiff with this move.
Mostly used as combo filler.
5LLL
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.
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.
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
Air M
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
Air H
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
Air M
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
Air H
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...
Both versions can be angled by holding Template:2 or Template:8 after the input.
Values in [ ] are for angled version.
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 5M 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.
Goku teleports to the opponent and does his 5LLL roundhouse kick. On hit, he teleports behind the opponent and hits them with a 236M, allowing for a combo extension.
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.