Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Rushdown, Mixup
Team Role
Point
Overview
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku started to train with the God of Destruction Beerus' teacher, Whis, alongside Vegeta to expand upon their powers. The end result of his training is a new level of power, the "Super Saiyan God Super Saiyan": a blue-haired super form that combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans exclusively.
In Dragon Ball FighterZ, this version of Goku has a similar fighting style to that of the original, but brings a playstyle consisting of strong mobility options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows.
Strengths/Weaknesses
Strengths
Weaknesses
Decent neutral options; having fast and mobile approach options with 236X, dive kicks, teleport. Unique j.S that does not lose air momentum. IAD j.S leads to full combo and has much larger reach compared to IAD j.H
Excels at close range; he can open up opponents easily due to having access to several lows, teleports and command grabs.
Only assist in the game that causes a sliding knockdown. Can be used as a combo ender to give sliding knockdown.
Can convert nearly any hit into a sliding knockdown. j. 214M gives Goku great oki and can be comboed out of almost any stray hit, and j.214H is also a good option if he wants to spend the bar.
Very high corner combo damage, solo and with assists. He can make excellent use of wallbounce with 236M to Dragon Rush without assist/meter in corner.
Pairs well with assists and/or sparking to give exceptional high damage combos.
Versatile supers, as they are very easy to combo into and deal high damage. One of the few characters who has a level 5 finisher.
Has trouble dealing with strong zoning. No beam and he instead has to rely on IAD j.S or IT to close gaps.
5LLL overhead is very slow and can be punished. Requires assist or strong conditioning of opponents to use overhead as a usable mixup.
Assist lacks versatility, as it generally cannot be used to extend combos. It is mainly useful as pressure tool and a combo ender.
Really requires neutral assists to function well, as he doesn't really have the tools to reliably get in without them.
His third low. IAD j.S ▷ 2M has deceptively long range.
This amazing 2M and the damage Goku gets from it is why his stagger is so scary. On block, 2M 2M and 5S 2M beat mashing more often than you'd expect. You can also just throw this out in neutral/scrambles and watch as they get hit by it second guessing themselves.
Uses the same hitboxes and hurtboxes as Goku's j.H.
While 5LLL can be converted more easily and uses assists to cover the startup rather than to convert into a combo. 6M still has its use as it doesn't Smash, is neutral on block, and can be used more freely much later into blockstrings.
Doesn't launches airborne opponent like most j.S, instead it pushes them down.
You won't be sniping anyone with this. Instead, it's used for covering approaches or retreats.
Forward IAD j.S beats anti-airs and puts Goku +10 at minimum. Though of course as with all Ki blasts, the opponent can reflect out of its blockstun and negate your blockstring.
A safe blockstring ender and a great combo filler, used in Goku's advanced combos.
Ground M
236MM Divine Void Strikespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1200
All
17
10
23
-5
B
4-26 Ki Blasts
U1+
-
-
-
-
Launch
-
Teleport on frame 18, reappear on frame 28
Air M
j.236MAir M Divine Void Strikespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
All
17
10
23
-
H
4-26 Ki Blasts
U1+
-
-
-
-
Launch
-
Teleport on frame 18, reappear on frame 28
Deflects Ki blasts from frame 4.
Goes 75% of the screen.
Smash hit corner splats.
5MMM version corner bounces on Smash hit.
Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of 2H > j.236M, it beats even counter 2H.
Used in corner BnBs. Smash j.236M also link into j.DR in the corner for an easy snapback.
Ground H
236HH Divine Void Strikespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1400
All
28~32
10
23
-5
H
1-37~41 Ki Blasts, 13-25~29 All
U1+
-
-100
-
-
Launch
-
Teleport on frame 18, reappear on frame 28
Air H
j.236HAir H Divine Void Strikespecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1400
All
28~32
10
23
-5
H
1-37~41 Ki Blasts, 13-25 All
U1+
-
-100
-
-
Launch
-
Teleport on frame 18, reappear on frame 28
Deflects Ki blasts from frame 1.
Teleports forward to the other wall, then charges backward.
Goes fullscreen. Air version has slight vertical tracking.
Wall bounces on Smash hit.
Mostly a neutral check, since without spending at least another bar, Goku can only solo convert from this if he's cornered, and the invul from teleporting comes in too late for it to be used as a reversal.
Can only grab grounded or "grounded-by-proximity" opponents.
Non-Smash grab has identical effect to 214L.
After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore.
L
214LL Super God Shock Flashspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1200 [800] / 1200
Throw [All]
17
1[(7)3]
[18]
[-5]
T [B]
-
D2
-
-
-
14
Launch
-
Teleport frames 33-35, no counterhit state during recovery
Stays in place. If the grab whiffs, does a short ranged punch as followup.
On hit, the grab knocks the opponent away into a SKD, while the punch only launches them.
The only 17f (note: unreactable) command grab that can be converted into a combo with resources. Thought it can't connect mid-blockstring and requires a microdash.
M
214MM Super God Shock Flashspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1200
Throw
26
1
25
-
T
-
U1+ → D2
-
-
-
-
Launch
-
Counterhit state during recovery
Teleports a short distance forward before the grab.
Smash hit wall bounces.
The initial warp gives this more range but the lack of a follow-up makes it incredibly unsafe. If it does hit, can easily be converted meterlessly in the corner into a sliding knockdown.
H
214HH Super God Shock Flashspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1200 [800] / 1300
Throw [All]
24
1[(7)3]
[18]
[+1]
T [B]
-
U1+ → D2
-
-100
-
15
Launch
-
Teleport frames 36-38, no counterhit state during recovery
Has the range of 214M and the safe punch of 214L.
Smash hit wall bounces.
Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than 214M.
Reels back a tiny bit before diving 45 degree downward.
Advantage ranges from -1 to -6. 2H > j.214L is a true blockstring that leaves Goku at -3 on the ground.
Does slightly more damage than j.H and can combo from j.S, making this move slightly more preferable to j.H in assisted and Vanish combos.
M
j.214MM Dragon Flash Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
All
18
Until L
23
-
H
-
D1
-
-
-
-
-
-
Smash hit causes sliding knockdown.
Advantage ranges from -1 to -6. 2H > j.214M has a gap that beats counter 2H, leaves Goku at -3 on the ground.
Goku's anywhere meterless SKD. It's almost always better than j.H as a solo combo ender.
H
j.214HH Dragon Flash Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
900 / 900,400×2
All
11
Until L
23
-
H
-
D1
-
-100
-
-
-
-
On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown.
On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody.
Advantage ranges from -3 to -7. 2H > j.214H is a true blockstring that leaves Goku at -4 in the air.
j.S > j.214H is an okay solo combo ender in case you can't use j.214M, but where this move really shines is as a mixup tool covered by assists.
Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, 214S goes in front. Uses the direction Goku's facing to determine how he teleports.
After teleporting, the move still has some vertical tracking to make sure it connects.
Smash hit causes sliding knockdown.
High risk, good reward neutral check. It's easily 2H-able if the opponent is ready, but you get some oki if it hits and solo pressure if they block it.
Incredibly niche assist. Can be used to give sliding knockdowns post-Down Smash like after a short Super. It's also pretty decent in blockstring, but the slow startup and the space it covers are detriments to its usage in neutral.
There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick.
Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659.
Only do the 2 bar extension if you wanna see a cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side.
To edit frame data, edit values in DBFZ/SSB 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.