DBFZ/SS Goku

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Goku (Super Saiyan)
DBFZ SS Goku Portrait.png
Play-style Balanced, Zoning
Team Role Anchor

Overview

"I am a warrior, pure of heart, awakened by rage. I am the legendary Super Saiyan, Son Goku!"
Lore: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.
Voice:Japanese: Masako Nozawa English: Sean Schemmel

Playstyle

 SS Goku  SS Goku is a balanced, fundamental character who has an abundance of solid tools, phenomenal neutral, and superb damage output.

Pros
Cons
  • Jack of All Trades: Simple gameplan and overall well-rounded, allowing him to tackle most situations.
  • Good Zoning: Wide range of normals and projectiles give him a strong neutral and zoning game.
  • Damage: Really high damage, especially in the corner. Surprisingly complex combo routes if striving to be optimal, along with added pressure such as meaty setups.
  • Left-right Mixup: Great left-right mixup where he can same side with Aerial Kamehameha that beats anti-air options and can even jail into vanish if blocked.
  • Flurry Kick is a great move in combos and scramble situations.
  • Special Overhead: Dragon Flash Fist is both a great overhead attack on offense and a meterless sliding knockdown during combos.
  • Good Anchor Value: Makes good use out of Sparking with Ki blast loops; allows for corner carry and very high meter gain and damage.
  • Great Assists: Assist A is a standard beam assist, which is useful in almost all situations. Assist B is a fast strike assist with very high blockstun, making it useful on offense.
  • Orthodox Mixups: High/low mix-up is basic. He has to rely on universal options to open up opponents.
  • Poor Level 3 Okizeme: Poor knockdown after Meteor Smash, since it side-switches and leaves the opponent full screen.
  • Master of None: While he has options for every situation, he is generally outclassed by specialist characters.
  • RIP 2M: His now gutted 2M is debatably slow.


Normal Moves

5L
5L
DBFZ SSGoku 5L.png
DBFZ SSGoku 5LL.png
DBFZ SSGoku 5LLL.png
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5L

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.

5M
5M
DBFZ SSGoku 5M.png
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Good button with a high hitbox. Though both of Goku's M buttons are negative on block so beware of ending blockstring with these moves during stagger.

5H
5H
DBFZ SSGoku 5H.png
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  • 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
*fires two ki blasts*
"HUHEHUHYAHHUHAH"
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  • 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
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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
R.I.P 2M 2018-2020
why arcsys? why you do this??
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  • Launches on hit.

Goes a lot further than SSB Goku's 2M, but is extremely slow. Cannot true string from 5L and 2L (3f gap).

2H
2H
DBFZ SSGoku 2H.png
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  • 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
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  • 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
  • Universal overhead.
  • Uses the same hitboxes and hurtboxes of Goku's j.H.
j.L
j.L
DBFZ SSGoku jL.png
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  • Punch.

Basic punch normal, nothing outstandingly good or bad. Can't connect from j.M at max range without forward momentum, so you'll just have to go into j.2H instead.

j.M
j.M
DBFZ SSGoku jM.png
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  • Kick

Great air-to-air. IAD j.M is also Goku's best cross-up option.

j.H
j.H
DBFZ SSGoku jH.png
Hammer
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5LLLLLLL
  • Wall bounces on Smash hit.
j.H
  • Causes a sliding knockdown on Smash hit.

Go-to jump in.

j.S
j.S
DBFZ SSGoku jS.png
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  • Stalls momentum temporarily.

Jump back j.S is a good 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
galactic punt
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  • 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
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  • All ground versions don't have Head attribute.
  • Removes any landing recovery.
Ground L
Air L
  • 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.

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

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!"
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Ground
Air
  • 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 Kamehameha 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
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  • 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
DBFZ SSGoku FlurryKick.png
Lockdown 101
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  • Yamcha's A assist but 6 frames slower.

High blockstun, considering its relative fast startup, good competition for his beam assist.

Assist C
Dragon Storm
Assist C
DBFZ SSGoku 5LL.png
DBFZ SSGoku 5LLL.png
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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.

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.
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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!"
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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
HUP
DBFZ SSGoku MeteorSmash2.png
Oh, is it gonna kill?
DBFZ SSGoku MeteorSmash3.png
NO WAY IT KILLED!!1!
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  • 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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