Son Goku (Super Saiyan) |
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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.
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
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Normals
5L
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5M
5M |
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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. |
5H
5H |
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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. |
5S
5S |
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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. |
2L
2L |
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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. |
2M
2M |
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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. |
2H
2H |
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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. |
2S
2S |
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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. |
6M
6M |
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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. |
j.L
j.L |
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Goku does a jumping straight jab. Input as j.4LL to string together two j.L's in a row. |
j.M
j.M |
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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. |
j.H
j.H |
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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. |
j.S
j.S |
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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. |
j.2H
j.2H |
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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
Dragon Flash Fist
Dragon Flash Fist 236L/M/H (Air OK) |
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Flurry Kick
Flurry Kick 214L/M/H (Air OK) |
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Kamehameha
Kamehameha 236S (Air OK) |
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Assist
Kamehameha A1/A2 |
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Supers
Super Kamehameha
Super Kamehameha 236L+M (Air OK) |
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Warp Kamehameha
Warp Kamehameha 236H+S (Air OK) |
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Meteor Smash
Meteor Smash 214L+M or 214H+S |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.