* Versatile Supers, as they are very easy to combo into and deal high damage.
* Versatile Supers, as they are very easy to combo into and deal high damage.
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* Somewhat technical, as his best combo routes are rather finicky.
* Somewhat technical, as his best combo routes are rather difficult.
* Relies a lot on conditioning, despite the multitude of mixup options.
* Relies a lot on conditioning, despite the multitude of mixup options.
* His neutral tools while good, require a lot of commitment. Needs neutral assists to function well, as he doesn't really have the tools to reliably get in.
* His neutral tools while good, are all high commitment. Needs neutral assists to function well, as he doesn't really have the tools to reliably get in.
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* Goes fullscreen. Air version has slight vertical tracking.
* Goes fullscreen. Air version has slight vertical tracking.
* Wall bounces on Smash hit.
* Wall bounces on Smash hit.
* Air version on ground block (2H > j.236H + assist) leaves Goku at -5 in the air.
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.
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.
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* Has some slight horizontal tracking.
* Has some slight horizontal tracking.
* Ground bounce into sliding knockdown on hit.
* Ground bounce into sliding knockdown on hit.
Pretty decent in blockstring. On hit, the ground bounce enables some unique air-to-ground extension unlike most other pop-up assists.
A screen control assist. Pretty good in blockstring. On hit, the ground bounce enables some unique air-to-ground extension unlike most other pop-up assists.
Can also be used right before a low recovery Super like Bardock and AGohan's 236LM for a SKD they otherwise wouldn't get.
Can also be used right before a low recovery Super like Bardock and AGohan's 236LM for a SKD they otherwise wouldn't get.
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* Deflects Ki Blasts.
* Deflects Ki Blasts.
* Launches on hit.
* Launches on hit.
Basic strike assist.
Basic strike assist. Good for raw Super Dash + assist.
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Revision as of 20:15, 26 February 2020
Goku (SSGSS)
Movement Options
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
Good neutral options with 5S, j.S, Ki blast deflecting shoulder charge, very fast dive kicks, meterless teleport.
2M is one of the best of its kind.
Extremely scary at close range with good stagger, fast lows, unreactable command grab.
Has multiple anywhere meterless sliding knockdowns.
Very high corner combo damage, solo or assisted.
Versatile Supers, as they are very easy to combo into and deal high damage.
Somewhat technical, as his best combo routes are rather difficult.
Relies a lot on conditioning, despite the multitude of mixup options.
His neutral tools while good, are all high commitment. Needs neutral assists to function well, as he doesn't really have the tools to reliably get in.
4LL > 2M or 2LL > 2M are really strong stagger string.
5LL
5LLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700
Low
10
3
19
-6
F
-
-
-
7
-
15
Launch
25
Launches on hit.
Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches.
The large amount of hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes.
5LLL
5LLLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
High
26
3
18
-5
B
-
U3+
-
12
-
-
Launch
34
5LL > 5LLL has a massive gap in between.
Combos into SD midsceen or even links to air normals in the corner.
Very slow, highly telegraphed, and the reward isn't so big. Since the threat of 214X exists, the opponent will be more likely to mash and they'll punish 5LLL outright if it's not covered with assists.
Each P in active frames represents a projectile spawned
Mash or hold S to shoot all 6 Ki blasts.
Last Ki blast launches on hit.
This is his only grounded projectile, making it vital for his neutral game.
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.
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.
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.
Air version on ground block (2H > j.236H + assist) leaves Goku at -5 in the air.
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.
D 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 often 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.
U Smash hit wall bounces.
The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold Template:4 and walk out of the grab.
Though, it's almost half the speed of 214L and the lack of a follow-up makes it incredibly unsafe.
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.
U 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 for a double sideswitch.
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, decent 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.
A screen control assist. Pretty good in blockstring. On hit, the ground bounce enables some unique air-to-ground extension unlike most other pop-up assists.
Can also be used right before a low recovery Super like Bardock and AGohan's 236LM for a SKD they otherwise wouldn't get.
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 the 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.