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 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
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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Should always be used after 2M as it is a better neutral and block string tool that needs 5M's jump cancel properties to convert into max damage. |
5H
5H |
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Staggered 5H can beat Solo Guard Cancel thanks to its "privileged" frame data. |
5S
5S |
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You should always only use 2 Ki blasts. Shooting less is safer, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm. |
2L
2L |
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Inferior to 5L in almost every way. Though it's not a bad button to use to mash out of pressure. |
2M
2M |
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Absolutely vital to Goku's gameplan. 2M 2M and 5S 2M beat mashing more often than you'd expect. This amazing 2M and the damage Goku gets from it is why you have to respect his stagger. One wrong move and you can easily lose 5k. |
2H
2H |
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Go to anti-air. On block, cancelling into j.236S[2] will beat counter 2H attempts. |
2S
2S |
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2S > SD and 2S 2S both true combo on airborne opponent. |
6M
6M |
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j.L
j.L |
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Go-to fuzzy normal. Though it's not as good as other j.Ls. |
j.M
j.M |
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IAD j.M is Goku's best cross-up option. On hit, confirms with j.S into microdash 5L. |
j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
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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 a fantastic combo filler, being used in all combos from basic BnBs to advanced loops. |
j.2H
j.2H |
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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.