DBFZ/Goku

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Overview
Overview

Goku (also referred as Base Goku or Baseku) is a ShotoShort for "Shotokan". A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. and grappler hybrid, in a sense. Although his tools are quite well rounded and easily comparable to his Super Saiyan counterpart, they're a bit trickier to put to their full potential or otherwise loaded with specific quirks. He also struggles to get as many slide knockdowns as other shoto characters in this game, and his Super Spirit Bomb level 3 cannot be used traditionally. However, Goku can still get the job more than done thanks to his versatility, Back Throw and his damage. Back Throw is a quick command grab giving Goku surprisingly effective and easy Tick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. as well as a sideswap. As for damage, Goku's Spirit Bomb and advanced combo routes help him chew out characters even without spending any meter, and his Kaioken super gets stronger with each of his allies that are downed. Lastly, his assists are great and make Goku an excellent addition to your team. Ultimately, Goku is easy to learn and hard to master, with a diverse toolkit that needs some labbing and a team to put to its max efficiency.


"Low-ranker, elite, whatever. You can beat anyone...it's called hard work!"
Lore:Son Goku (named directly after the Japanese naming of Journey to the West protagonist Sun Wukong) is a martial artist of incredible skill and renown. After defeating Piccolo Jr. At the 23rd Budokai, Goku would have a son, Son Gohan, and not long after would learn of his true heritage as a Saiyan, a member of a fearsome warrior race. His skills would only grow stronger after sacrificing himself to kill the villainous Saiyan, Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb. Goku would go on to challenge and shock both Nappa and Vegeta, and would then set off to Namek to revive his fallen friends, constantly training to be stronger on the way.
Playstyle
DBFZ Goku Icon.png Goku is a quirky support character whose numerous tricks amount to massive damage, and gets even stronger with every fallen ally.
Pros Cons
  • Solid Pressure: Has access to many safe normals that incentivize staggers, further aided with Back Throw.
  • Space Control: Numerous ki blasts and a beam allow him to control horizontal and vertical space. A charged Spirit Bomb tracks and beats most approaches.
  • Extraordinary Super Damage: Kaioken X3/X20 and Super Spirit Bomb boast the highest raw Super damage in the game.
  • Assist Variety: A is useful for combo extensions and blockstrings, and B is very unique in that it builds a large amount of bar while charging a level of Spirit Bomb.
  • Last Character: Resources like Limit Break, late-game meter reserves, and even Sparking! allow Goku's damage with his upgraded Supers to skyrocket.
  • Securing a Knockdown: Now with his new move j.2M he can secure a knockdown post-vanish anywhere on the screen.
  • Diva: To bring out the full potential of Base Goku, the team has to be structured around him to fully utilize the massive damage of his Supers.
  • High/Low: His only low is 2M, making his high/low mix-up less than ideal.
  • No Frame 1 Reversals: His only frame 1 reversal is his Level 3, which is slow and easy to react to and avoid.

Normal Moves

5 L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 13 -4 -
5LL 700 All - 10 3 18 -5 -
5LLL 1000 All U3+ 15 3 26 -4 -

5L

Standard jab shared among all of the Gokus. It has less active frames and more recovery frames than his SS and Blue counterparts, making it overall worse. Though you likely won't notice.


5LL
  • Forward moving rising hitbox
  • High hitstun
  • Launches on hit.

Hits rather high and moves Goku forward, can kinda be mashed in scramble considering 5LLL hits both sides.


5LLL
  • Wall bounces on Smash hit.
  • Hits both in front and behind Goku.
  • True string into 236S and Vanish.

Really good range and is Goku's most used combo extender. Unlike other characters, Goku's combo routes are mostly grounded, using 5LLL and 5H over his special moves.

5 M

5 H

5 S

2 L

2 M

2 H

2 S

2 SSS

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1200 High D1 21 Until Landing 18 -5 -

  • Smash hit causes a ground bounce sliding knockdown

Can be 2H'd even if 2SS is blocked, limiting it's usage in neutral or blockstrings. If 2SSS is blocked, you can continue your pressure into one of Goku's special moves.

This is Goku most common combo ender with 5H > 2SSS. It is special cancelable even after landing so Goku can charge 214S for oki, or extend with 236L before Supers, or even able to connect with SD in the corner. As well as this, you can catch your enemy's upward tech, post-knockdown to set up a tricky scenario between his special moves, letting you choose between a true string, frame trap, or command grab.

6 M

j. L

j. M

j. H

j. S

j.2 H

Special Moves

Heavy Elbow

236 L/ M/ H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236L 900 All - 10 6 19 -5 (forced) -
236M 1100 All U1+ 28 8 20 -5 (forced) 4-11 All
236H 1300 All U1+ 19 10 20 -5 (forced) 4-11 All
j.236L 900 All - 10 6 19 - -
j.236M 1100 All U1+ 28 8 20 - 4-11 All
j.236H 1300 All U1+ 18 10 20 - 4-11 All

236L
  • Charges straight forward a short distance
  • Medium scaling, excellent TOD starter

Safe block string ender and combo filler after 2SSS or mid-combo DR. Some small 6-frame jabs will whiff if used immediately after blocking this, potentially giving a 5M whiff punish. If they contest with something bigger, you'll get smoked.


236M
  • Swings back before lunging forward. Air version will descend during the back swing.
  • Ground version causes a wall splat on Smash hit. Air version causes a wall bounce on Smash hit.

Decent frame trap. A bit too slow to be useful for anything else.


236H
  • Swings back before lunging forward. Air version will descend during the back swing.
  • Smash hit causes a wall bounce.

Very fast frame 4 reversal that can be solo extended meterlessly on hit. This is as good of a reversal you can get that isn't frame 1 invul, as it's safe on block and very spammable. Can also be used to confirm off of super dash solo.

Back Throw

214 L/ M/ H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
214L 700 Throw U2 20 1 25 - -
214M 700, 850 Throw D1, U2 22 8 25 - -
214H 700, 1000 Throw U1+ 20 8 19 - -

214L
  • Stays mostly in place, throws the opponent behind Goku.
  • Always causes a corner splat.

20f of startup allows for frame perfect tickthrow from 5L and 2L. This makes Goku a pseudo grappler, though the reward on hit isn't very high unless extended with Vanish.

Also used surprisingly frequently for some combo routes, as Goku can find himself swapping sides with his opponent frequently.

Use this grab instead of the other ones.


214M
  • Lunges forward for the grab.
  • UD Smash does a teleporting 2SSS and stays same side, causing a ground bounce SKD. Post D Smash only corner splats like 214L.

You only get a far from corner SKD and not much else, can't cancel into 214S for oki either.

Do not use this grab, unless ending a combo.


214H
  • Lunges forward, U+ Smash does a teleporting Heavy Elbow that wall bounces. Post U Smash only corner splats like 214L.

Much better reward than 214M, that's about it.

Drop Down Shot

j.2 M

Kamehameha

236 S (Air OK)

Everyone, lend me your energy!

214 S 22 S

Spirit Bomb

214 S after gathering energy

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Level 1 1000 / 0,50Γ—18,1200 All U2+ 21 - 33-50 -1 -
Level 2 1000 / 0,60Γ—24,1200 All U2+ 21 - 33-50 -1 -
Level 3 1000 / 0,70Γ—30,1200 All U2+ 21 - 33-50 -1 -

  • Homes in on the opponent.
  • Has minimum damage of 20%.
  • Special cancelable on hit. Can combo into Super Dash or linking into 2SSS for SKD (though you'll have manually aim or reposition yourself)
  • Level 3 charge carries high enough to combo into Super Spirit Bomb.

Fast, homing, high priority, auto-confirm projectile. Simply having a charge of Spirit Bomb is enough to make the opponent think twice about their approach.

With a fully charged Spirit Bomb, 2M/5M/raw 5H > 5H > 214S > 214L+M is almost 80% damage and becomes a ToD with Limit Break + Sparking. If you pick Goku as anchor with B assist, this is actually quite practical.

Z Assists

Assist A

Energy Shockwave

Assist B

Everyone, lend me your energy!

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 19 25 - - -

  • Charges 1 Spirit Bomb level and gives 1 Ki Gauge.
  • If Spirit Bomb is at full charge, gives 1.1 Ki Gauges.
  • Is not affected by Ki gain penalty.

Goku appears on screen and charges a level of Spirit Bomb. While he's charging, he will also increase your meter by one bar. He can do this assist as many times as he would like, there's no limit based on his current Spirit Bomb level. This assist also increases Goku's actual Spirit Bomb even if he already has one charged up, making getting the full level 3 charge way easier.

While not an attack and thus hinders your team by taking the place of a more traditional assist, the support value it adds makes it a considerable option. Not only does it build large chunks of meter about every 8 seconds, it charges a Spirit Bomb level with each use, making Goku likely have access to a fully charged Spirit Bomb by the time he comes in, especially if he was at Anchor. The assist enables certain playstyles/team compositions who profusely spend meter to thrive, and overall removes meter deficiencies so long it is used every time it's off cooldown. It's very good at what it does, but may leave a hole in your team with the jobs a normal assist fulfills such as with combo extensions, blockstring pressure, and neutral. Evaluate the trade-offs carefully.


Assist C

Kamehameha

Super Moves

Kaioken

236 L+ M or 236 H+ S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 9+0 - - - 5-9 All

  • Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.
  • On block or hit, any Kaioken followup can cancel into any other, except itself.
  • All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to connect after a solo combo, i.e. 5L, 5S, Enders.
  • Enders can be used at any time but cannot be followed up, even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).
  • On hit, using the same followup more than once will cause it to be "staled," receiving reduced damage (550)
  • Minimum damage: 18% for all followups including staled, excluding Kame enders.

This means to maximize damage, you want to cycle through all unique followups.

However, due to all staled moves dealing the same amount of damage, this also means that a string like S L L L... will do more damage, is a lot easier to execute, while still keeping the corner carry ability of S L S L...

Kaioken Followups

Kaioken > L/ M/ H/ S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Kaioken 5L 600 All UDV 13 - - -29 (forced) -
Kaioken 2L 600 High UDV 25 - - -34 (forced) -
Kaioken 5M 600 All UDV 28 - - -34 (forced) 5-23 All
Kaioken 2M 600 Low UDV 15 10 - -34 (forced) [-33] -
Kaioken 5H 700 Throw UDV 33 - - - -
Kaioken 5S 650 All UDV 9 - - -31 -
Kaioken 2S 650 All UDV 9 - - -34 -

All
  • Startup: Followups are done 3f before time freeze ends. So Kaioken activation > 5L has startup of: 9 - 3 + 13 = 19f.
  • Activating Kaioken and not pressing any button will automatically does 5L, but it's 1f slower than manually pressing 5L (20f).
  • Mashing L will alternate between 5L and 2L, mashing M will alternate between 5M and 2M.

5L
  • Basic fullscreen lunging strike
  • Confirms easily into 2L and 5S

2L
  • Hits overhead
  • Won't overshoot the opponent.
  • Vulnerable to Anti-Airs.
  • Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.

5M
  • Switches sides if the opponent is less than a fullscreen away.
  • Has invincibility during the roll.

2M
  • On block, switches sides if the opponent is less than a fullscreen away.

5H
  • On hit, switches sides and wall bounces.
  • Very long startup but deals the most damage, albeit not by much.
  • Only hit once per string, like other command grabs.

Can be solo combo'd into in the corner. Some characters can also DHC immediately into Kaioken 5H.


5S
  • Stands still and shoots a Ki blast forward.
  • Common starter from sliding knockdowns due to the short startup.

2S
  • Similar to 5S, but aims diagonally.
  • Can only combo into enders.

Kaioken Finisher

Kaioken > L+ M or Kaioken > H+ S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Kaioken Finisher
L+M
600, 1800 All UDV 19 - - -36 1-22 All
x3 Kaioken Kamehameha
H+S when one team
member is down
250Γ—15 [250Γ—14] All UDV 1+3 - Total 9+124 -40 1-11 All
x20 Kaioken Kamehameha
H+S when two team
members are down
250Γ—20 All UDV 1+1 - - -42 1-9 All

Kaioken Finisher
  • Teleports to the opponent and is fully invincible on startup.
  • The second part only come out on hit.
  • Both hits can be canceled into Kaioken Kamehameha by pressing L+M or H+S, but only if team members are down. Cancelling after the second hit leads into less damage from Kaioken Kamehameha but fires the beam at ground level, so cancel from the first hit for overall higher damage or from the second hit for easier DHC.

This beats pretty much everything if it's the first move used out of Kaioken, including Vanish if it was buffered during the super freeze. Vanishing during the teleport will beat it, though.


x3 Kamehameha
  • Costs 1 bar.
  • Minimum damage: 55*15 [55*14] (27*15).
  • Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Values in [] are on cinematic, Values in () are on cancelling from second hit of Kaioken Finisher.
  • Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.

x20 Kamehameha
  • Costs 1 bar.
  • Minimum damage: 50*20 [30*20].
  • Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward.
  • Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Values in [] are on cancelling from second hit of Kaioken Finisher.
  • Causes a hard knockdown regardless of height.

Super Spirit Bomb

214 L+ M or 214 H+ S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
214LM 60*N, 5200 All UDV 7+1 - - -11 1-61 All
j.214LM 60*N, 5200 All UDV 7+1 - - -11 1-61 All

  • Minimum damage in a combo: ~2090.
  • Teleports up and backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from the corner, will teleport out and throw the bomb back in.
  • Bomb disappears if Goku is hit.

Very high damage, but is more often than not unusable since it's way too slow to combo after a sliding knockdown, easily countered if used as a reversal by just running under and Super Dashing up, and is not in any way a reliable air counter to Super Dash or raw tag (they'll just fly away instead of homing in on Goku).

Thus this Super is a unique one in that you have to build your team around comboing into it. Some characters can easily DHC from their Lv1 Supers into this like SS Goku, Nappa or Beerus, others will have to get more creative like using attacks with long animation to hold the opponent in place, and some won't be able to combo into it at all.

The only realistic way for Goku to combo into SSB by himself is with a Lv3 charged 214S, e.g. anything > Vanish β–· 214S > 214L+M. But since nobody will just let you charge 214S all the way to level 3, you'll either have to find a combination of assists that lets you charge mid-combo or blockstring, or use his own B assist and charge it while being offscreen.

Note that 214S > 214L+M is NOT a guaranteed combo, as at max hitstun decay, the opponent will tech as soon as 214S explodes.

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/Goku/Data.