DBFZ/SSB Goku: Difference between revisions

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{{UnderConstructionDisclaimer}}
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{{CharaOverview
{{CharaOverview
|overview= Goku (SSGSS) or more commonly known as "SSB Goku", "Bluku"/"Blueku", or "Goku Blue" has excellent frame data and a plethora of mix-up options that allow him to overwhelm the opponent in blockstrings. His neutral is very, ''very'' strong with a divekick and ki-blast invulnerable lariat. His ki-blasts are also very scary, and has stellar normals, including a ludicrously fast and powerful {{clr|2|2M}}. His ability to control space is just as crazy as his plethora of options for combos, including a health-bar shredding level 5 off a solid knockdown. All of this makes SSB Goku an unbelievably strong character, but you cannot just pick him up and expect to tear up the opposition; many of his strong neutral options require thought and commitment in use, and he is one of the most technical characters in the game, due to his incredibly strong emphasis on execution. Still, this doesn't take away what his strengths are. Coming in shining bright blue, Goku's god-empowered variant possess a grand prize for mastery. It is not for no reason that he is such a favourable pick among long time players of Dragon Ball FighterZ.
|overview= Goku (SSGSS) or more commonly known as "SSB Goku", "Bluku"/"Blueku", or "Goku Blue" has excellent frame data and a plethora of mix-up options that allow him to overwhelm the opponent in blockstrings. His neutral is very, ''very'' strong with a divekick and ki-blast invulnerable lariat. His ki-blasts are also very scary, and has stellar normals, including a ludicrously fast and powerful {{clr|M|2M}}. His ability to control space is just as crazy as his plethora of options for combos, including a health-bar shredding level 5 off a solid knockdown. All of this makes SSB Goku an unbelievably strong character, but you cannot just pick him up and expect to tear up the opposition; many of his strong neutral options require thought and commitment in use, and he is one of the most technical characters in the game, due to his incredibly strong emphasis on execution. Still, this doesn't take away what his strengths are. Coming in shining bright blue, Goku's god-empowered variant possess a grand prize for mastery. It is not for no reason that he is such a favourable pick among long time players of Dragon Ball FighterZ.
|lore= Some time after defeating Majin Buu, Son Goku/Sun Wukong works as a radish farmer, before he hears about Beerus, a God of Destruction of legendary power. Yet, Goku was unable to defeat him on his own however, even with a mastered Super Saiyan 3 form. From Shenron, Goku would hear about the Super Saiyan God ritual, and with five pure hearted Saiyans pouring their energy into him, Goku became a Super Saiyan God to fight Beerus, and later absorbed this power into his base form. After attaining this new height in power, Goku started to train with the God of Destruction Beerus' teacher, Whis, after hearing Vegeta was already there, and both would 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.
|lore= Some time after defeating Majin Buu, Son Goku/Sun Wukong works as a radish farmer, before he hears about Beerus, a God of Destruction of legendary power. Yet, Goku was unable to defeat him on his own however, even with a mastered Super Saiyan 3 form. From Shenron, Goku would hear about the Super Saiyan God ritual, and with five pure hearted Saiyans pouring their energy into him, Goku became a Super Saiyan God to fight Beerus, and later absorbed this power into his base form. After attaining this new height in power, Goku started to train with the God of Destruction Beerus' teacher, Whis, after hearing Vegeta was already there, and both would 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.
|quote= This is what it looks like to go beyond Super Saiyan God!
|quote= This is what it looks like to go beyond Super Saiyan God!
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|pros=  
|pros=  
* '''Strong Neutral Options:''' Great footsies with his medium normals that have long range and high reward. Has great ki blasts, [[DBFZ/SSB_Goku#j.S|j.S]] in particular keeps his air momentum allowing him to approach safely with an IAD, [[DBFZ/SSB_Goku#Divine_Void_Strike|Divine Void Strike]] which beats ki blasts, [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] and [[DBFZ/SSB_Goku#Instant_Transmission|Instant Transmission]], the latter of the 3 being plus on block.
* '''Strong Neutral Options:''' Great footsies with his medium normals that have long range and high reward. Has great ki blasts, [[DBFZ/SSB_Goku#j.S|j.S]] in particular keeps his air momentum allowing him to approach safely with an IAD, [[DBFZ/SSB_Goku#Divine_Void_Strike|Divine Void Strike]] which beats ki blasts, [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] and [[DBFZ/SSB_Goku#Instant_Transmission|Instant Transmission]], the latter of the 3 being plus on block.
* '''Incredible Pressure Game:''' Has a {{clr|1|2L}} low and fantastic frame data on his normals which make his staggers incredibly strong. Equipped with arguably the best command grab in the game as it is unreactable while allowing him to combo with Vanish, Assists, Supers and even Sparking. Light [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] acts as an unreactable same side option when faking crossup and the ex version gives a true 50/50 when backed up by an assist.
* '''Incredible Pressure Game:''' Has a {{clr|L|2L}} low and fantastic frame data on his normals which make his staggers incredibly strong. Equipped with arguably the best command grab in the game as it is unreactable while allowing him to combo with Vanish, Assists, Supers and even Sparking. Light [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] acts as an unreactable same side option when faking crossup and the ex version gives a true 50/50 when backed up by an assist.
* '''High Damage / Meter Gain:''' SSB Goku's corner loops give him extremely high damage and meter gain, solo or assisted.
* '''High Damage / Meter Gain:''' SSB Goku's corner loops give him extremely high damage and meter gain, solo or assisted.
* '''Versatile Combo Routes:''' [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] gives Goku meterless sliding knockdowns and high damage vanish extensions. [[DBFZ/SSB_Goku#Instant_Transmission|Instant Transmission]] allows him to side switch or stay same side easily on super dash confirms.
* '''Versatile Combo Routes:''' [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] gives Goku meterless sliding knockdowns and high damage vanish extensions. [[DBFZ/SSB_Goku#Instant_Transmission|Instant Transmission]] allows him to side switch or stay same side easily on super dash confirms.
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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Standard jab, and Goku's fastest normal.
Standard jab, and Goku's fastest normal.


{{clr|1|4LL}} > {{clr|2|2M}} or {{clr|1|2LL}} > {{clr|2|2M}} are really strong stagger string.
{{clr|L|4LL}} > {{clr|M|2M}} or {{clr|L|2LL}} > {{clr|M|2M}} are really strong stagger string.
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* Launches on hit.
* Launches on hit.
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The large amount of hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes.
The large amount of hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes.


Strong stagger normal after {{clr|1|4LL}}
Strong stagger normal after {{clr|L|4LL}}
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* {{clr|1|5LL}} > {{clr|1|5LLL}} has a massive gap in between.
* {{clr|L|5LL}} > {{clr|L|5LLL}} has a massive gap in between.
* Combos into SD midsceen or even links to air normals in the corner.
* 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 {{clr|1|5LLL}} outright if it's not covered with assists.  
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 {{clr|L|5LLL}} outright if it's not covered with assists.  
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Holding {{Ni|4}} during startup will reduce forward momentum and recovery.
* Holding {{Ni|4}} during startup will reduce forward momentum and recovery.
* Values in [ ] are for {{clr|2|5M}}[4] version.
* Values in [ ] are for {{clr|M|5M}}[4] version.
{{clr|2|5M}} has extremely good range, even longer reach than {{clr|2|2M}}. {{clr|2|5M}} with dash momentum is very scary.
{{clr|M|5M}} has extremely good range, even longer reach than {{clr|M|2M}}. {{clr|M|5M}} with dash momentum is very scary.


{{clr|2|5M}}[4] (or simply {{clr|2|4M}}) is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every {{clr|1|5L}}/{{clr|1|2L}}. {{clr|2|2M}} > {{clr|2|4M}} also auto spaces him for another {{clr|2|2M}}.
{{clr|M|5M}}[4] (or simply {{clr|M|4M}}) is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every {{clr|L|5L}}/{{clr|L|2L}}. {{clr|M|2M}} > {{clr|M|4M}} also auto spaces him for another {{clr|M|2M}}.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* Wall splats on Smash hit. Combos into SD.
* Wall splats on Smash hit. Combos into SD.
* Non-Smash only combos into SD in the corner.
* Non-Smash only combos into SD in the corner.
Used for block strings, anti-reflect, and is a great way to go into {{clr|1|214L}}. {{clr|3|5H}} delay {{clr|1|214L}} will hit the opponent which will force people to start holding up after this button which is great for the conditoning gameplan.
Used for block strings, anti-reflect, and is a great way to go into {{clr|L|214L}}. {{clr|H|5H}} delay {{clr|L|214L}} will hit the opponent which will force people to start holding up after this button which is great for the conditoning gameplan.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* Mash or hold S to shoot all 6 Ki blasts.
* Mash or hold S to shoot all 6 Ki blasts.
* Last Ki blast launches on hit.
* Last Ki blast launches on hit.
This is his only grounded projectile, making it vital for his neutral game.
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 {{clr|3|2H}} punish or Vanish confirm.
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 {{clr|H|2H}} punish or Vanish confirm.
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===<big>{{clr|1|2L}}</big>===
 
===<big>{{clr|L|2L}}</big>===
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Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists.
Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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* Great range and very active hitbox.
* Great range and very active hitbox.
* Launches on hit.
* Launches on hit.
* Can anti-reflect from {{clr|1|5L}}, {{clr|1|2L}}, {{clr|2|4M}} or {{clr|2|5M}}.
* Can anti-reflect from {{clr|L|5L}}, {{clr|L|2L}}, {{clr|M|4M}} or {{clr|M|5M}}.
* From max range it can be spaced to be -3 on block.
* From max range it can be spaced to be -3 on block.
 
His third low. IAD {{clr|S|j.S}} ▷ {{clr|M|2M}} has deceptively long range and can fully true string in the corner.
His third low. IAD {{clr|4|j.S}} ▷ {{clr|2|2M}} has deceptively long range and can fully true string in the corner.


Get ready to explode.
Get ready to explode.


Arguably the best {{clr|2|2M}} in the game with its combination of fast startup, low profile, massive reach and high reward, making it a force to be reckoned with during neutral and offense. When using it in conjunction with his {{clr|2|4M}}, it can serve as a great way to space out the opponent and reset pressure. You can also delay {{clr|1|214L}} after and still land his command grab. The timing is finicky but if you hit this once the opponent will now have to guess for command grab at multiple points in the string.
Arguably the best {{clr|M|2M}} in the game with its combination of fast startup, low profile, massive reach and high reward, making it a force to be reckoned with during neutral and offense. When using it in conjunction with his {{clr|M|4M}}, it can serve as a great way to space out the opponent and reset pressure. You can also delay {{clr|L|214L}} after and still land his command grab. The timing is finicky but if you hit this once the opponent will now have to guess for command grab at multiple points in the string.
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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* Puts Goku airborne.
* Puts Goku airborne.
* Smash hit has more hitstun and combos into SD.
* Smash hit has more hitstun and combos into SD.
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Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully.
Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully.


Smash hit can also combo into {{clr|4|j.236S}} for a quick sides switch into SKD.
Smash hit can also combo into {{clr|S|j.236S}} for a quick sides switch into SKD.


On block, cancel into {{clr|1|j.236L}} to stay safe (-2) or {{clr|3|j.214H}} with an assist for mixups.
On block, cancel into {{clr|L|j.236L}} to stay safe (-2) or {{clr|H|j.214H}} with an assist for mixups.
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===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* Counts as airborne.
* Counts as airborne.
* Uses the same hitboxes and hurtboxes as Goku's {{clr|2|j.M}} as of version 1.28.
* Uses the same hitboxes and hurtboxes as Goku's {{clr|M|j.M}} as of version 1.28.
* Tied with Janemba for the biggest {{clr|2|6M}} in the game.
* Tied with Janemba for the biggest {{clr|M|6M}} in the game.


The massive reach of Goku Blue's {{clr|2|6M}} allows for plus frame setups via a late connect on block when spaced.
The massive reach of Goku Blue's {{clr|M|6M}} allows for plus frame setups via a late connect on block when spaced.
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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Standard air jab.
Standard air jab.
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===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
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Great air-to-air. IAD {{clr|2|j.M}} is also Goku's best cross-up option. On hit, confirms with {{clr|2|2M}} or microdash {{clr|1|5L}}, depending on the height.
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Great air-to-air. IAD {{clr|M|j.M}} is also Goku's best cross-up option. On hit, confirms with {{clr|M|2M}} or microdash {{clr|L|5L}}, depending on the height.
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===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
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{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
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* {{clr|1|5LLLLLLL}} Smash hit can wall bounce.
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* {{clr|3|j.H}} Smash hit causes sliding knockdown.
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* {{clr|H|j.H}} Smash hit causes sliding knockdown.
Go-to jump in.
Go-to jump in.
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===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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* Doesn't halt air momentum like most {{clr|4|j.S}}.
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* Doesn't launches airborne opponent like most {{clr|4|j.S}}, instead it pushes them down.
* Doesn't halt air momentum like most {{clr|S|j.S}}.
Forward IAD {{clr|4|j.S}} beats anti-airs and puts Goku +10 at minimum.
* Doesn't launches airborne opponent like most {{clr|S|j.S}}, instead it pushes them down.
Forward IAD {{clr|S|j.S}} beats anti-airs and puts Goku +10 at minimum.


Due to maintaining full momentum, IAD j.X > {{clr|4|j.S}} will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD {{clr|2|j.M}}(L){{clr|3|2H}} > delay {{clr|4|j.S}} would always connect. {{clr|4|j.S}} ▷ {{clr|1|214L}} coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into {{clr|2|2M}} punish, but the thought of reflecting {{clr|4|j.S}} at all is a gamble because the Ki blast might not even come out.
Due to maintaining full momentum, IAD j.X > {{clr|S|j.S}} will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD {{clr|M|j.M}}(L){{clr|H|2H}} > delay {{clr|S|j.S}} would always connect. {{clr|S|j.S}} ▷ {{clr|L|214L}} coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into {{clr|M|2M}} punish, but the thought of reflecting {{clr|S|j.S}} at all is a gamble because the Ki blast might not even come out.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* Smash hit has more hitstun and combos into SD.
* Smash hit has more hitstun and combos into SD.
Basic air launcher. Similar to {{clr|3|2H}}, Smash {{clr|3|j.2H}} can also combo into {{clr|4|j.236S}}.
Basic air launcher. Similar to {{clr|H|2H}}, Smash {{clr|H|j.2H}} can also combo into {{clr|S|j.236S}}.
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==Special Moves==
==Special Moves==
===<big>Divine Void Strike</big>===
===<big>Divine Void Strike</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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; All Versions
; All Versions
* Removes other landing recovery.
* Removes other landing recovery.
* Deflects Ki blasts from frame 4 (H version from frame 1).
* Deflects Ki blasts from frame 4 (H version from frame 1).
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; {{clr|1|236L}}
; {{clr|L|236L}}
* Goes almost half screen.
* Goes almost half screen.
* General purpose blockstring ender.
* General purpose blockstring ender.
{{clr|1|236L}} is a safe blockstring ender and a great combo filler, used in Goku's advanced combos. The air version has much better frame advantage if done close to the ground, which forms the basis of his corner loops.
{{clr|L|236L}} is a safe blockstring ender and a great combo filler, used in Goku's advanced combos. The air version has much better frame advantage if done close to the ground, which forms the basis of his corner loops.
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; {{clr|2|236M}}
; {{clr|M|236M}}
* Goes 75% of the screen.
* Goes 75% of the screen.
* Smash hit wall splats, Smash {{clr|2|5MMM}} wall bounces.
* Smash hit wall splats, Smash {{clr|M|5MMM}} wall bounces.
Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of {{clr|3|2H}} > {{clr|2|j.236M}}, it beats even counter {{clr|3|2H}}.
Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of {{clr|H|2H}} > {{clr|M|j.236M}}, it beats even counter {{clr|H|2H}}.


{{clr|2|236M}} is used in corner BnBs. Smash {{clr|2|j.236M}} also link into j.DR in the corner for an easy snapback.
{{clr|M|236M}} is used in corner BnBs. Smash {{clr|M|j.236M}} also link into j.DR in the corner for an easy snapback.
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; {{clr|3|236H}}
; {{clr|H|236H}}
* Teleports toward to the other wall, then charges backward.
* Teleports toward to the other wall, then charges backward.
* 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 ({{clr|3|2H}} > {{clr|3|j.236H}} + assist) leaves Goku at -5 in the air.
* Air version on ground block ({{clr|H|2H}} > {{clr|H|j.236H}} + assist) leaves Goku at -5 in the air.
* {{clr|3|236H}} is faster at fullscreen.
* {{clr|H|236H}} is faster at fullscreen.
** A fullscreen {{clr|4|5S}} can now confirm to {{clr|3|236H}}  
** A fullscreen {{clr|S|5S}} can now confirm to {{clr|H|236H}}  
* Startup becomes instantaneous when used against a launched opponent.
* Startup becomes instantaneous when used against a launched opponent.
{{clr|3|236H}} is a good neutral check that can be solo converted anywhere on screen.
{{clr|H|236H}} is a good neutral check that can be solo converted anywhere on screen.


Not a good idea to use as a reversal as the invul from teleporting comes in too late. Can be used as a 0.5 bar alternative to vanish in some combos if Smash hasn't been used already.
Not a good idea to use as a reversal as the invul from teleporting comes in too late. Can be used as a 0.5 bar alternative to vanish in some combos if Smash hasn't been used already.
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===<big>Super God Shock Flash</big>===
===<big>Super God Shock Flash</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
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==== ====
==== ====
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; All Versions
; All Versions
* Smash on the throw.
* Smash on the throw.
* Values in [] is if the throw whiffs.
* Values in [] is if the throw whiffs.
* Can only grab grounded or "grounded-by-proximity" opponents.
* Can only grab grounded or "grounded-by-proximity" opponents.
* D Smash grab has identical effect to {{clr|1|214L}}.
* D Smash grab has identical effect to {{clr|L|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.
* 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.
----
----
; {{clr|1|214L}}
; {{clr|L|214L}}
* Stays in place. If the grab whiffs, does a short ranged punch as followup.
* 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.
* On hit, the grab knocks the opponent away into a SKD, while the punch only launches them.
* It tick throws from {{clr|3|5H}} if its delayed.
* It tick throws from {{clr|H|5H}} if its delayed.
At 17f of startup, it's the only unreactable command grab in the game that not only gives you SKD oki, but also can be converted with assists. While the range is pretty short, Goku can do microdash {{clr|1|214L}} or microdash {{clr|1|2L}} > delay {{clr|1|214L}} to land it during stagger pressure.
At 17f of startup, it's the only unreactable command grab in the game that not only gives you SKD oki, but also can be converted with assists. While the range is pretty short, Goku can do microdash {{clr|L|214L}} or microdash {{clr|L|2L}} > delay {{clr|L|214L}} to land it during stagger pressure.
----
----
; {{clr|2|214M}}
; {{clr|M|214M}}
* Teleports a short distance forward before the grab.
* Teleports a short distance forward before the grab.
* U Smash hit wall bounces.
* U Smash hit wall bounces.
The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold {{Ni|4}} and walk out of the grab.
The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold {{Ni|4}} and walk out of the grab.


Though, it's almost half the speed of {{clr|1|214L}} and the lack of a follow-up makes it incredibly unsafe.
Though, it's almost half the speed of {{clr|L|214L}} and the lack of a follow-up makes it incredibly unsafe.
----
----
; {{clr|3|214H}}
; {{clr|H|214H}}
* Has the range of {{clr|2|214M}} and the safe punch of {{clr|1|214L}}.
* Has the range of {{clr|M|214M}} and the safe punch of {{clr|L|214L}}.
* U Smash hit wall bounces.
* 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 {{clr|2|214M}}.
Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than {{clr|M|214M}}.


† Currently bugged: On D Smash hit, deals regular amount of blue health (instead of no blue health) and builds a tiny bit of meter unlike other EX specials.
† Currently bugged: On D Smash hit, deals regular amount of blue health (instead of no blue health) and builds a tiny bit of meter unlike other EX specials.
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===<big>Dragon Flash Kick</big>===
===<big>Dragon Flash Kick</big>===
<span class="input-badge">'''{{clr|1|j.214L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|j.214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
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==== ====
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; {{clr|1|j.214L}}
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; {{clr|L|j.214L}}
* Reels back a tiny bit before diving 45 degree downward.
* Reels back a tiny bit before diving 45 degree downward.
* Advantage ranges from -1 to -6. {{clr|3|2H}} > {{clr|1|j.214L}} is a true blockstring that leaves Goku at -3 on the ground.
* Advantage ranges from -1 to -6. {{clr|H|2H}} > {{clr|L|j.214L}} is a true blockstring that leaves Goku at -3 on the ground.
One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension.
One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension.


Does slightly more damage than {{clr|3|j.H}} and can combo from {{clr|4|j.S}}, making this move slightly more preferable to {{clr|3|j.H}} in assisted and Vanish combos.
Does slightly more damage than {{clr|H|j.H}} and can combo from {{clr|S|j.S}}, making this move slightly more preferable to {{clr|H|j.H}} in assisted and Vanish combos.
----
----
; {{clr|2|j.214M}}
; {{clr|M|j.214M}}
* Smash hit causes sliding knockdown.
* Smash hit causes sliding knockdown.
* Advantage ranges from -1 to -6. {{clr|3|2H}} > {{clr|2|j.214M}} has a gap that beats counter {{clr|3|2H}}, leaves Goku at -3 on the ground.
* Advantage ranges from -1 to -6. {{clr|H|2H}} > {{clr|M|j.214M}} has a gap that beats counter {{clr|H|2H}}, leaves Goku at -3 on the ground.
Goku's anywhere meterless SKD. It's almost always better than {{clr|3|j.H}} as a solo combo ender.
Goku's anywhere meterless SKD. It's almost always better than {{clr|H|j.H}} as a solo combo ender.
----
----
; {{clr|3|j.214H}}
; {{clr|H|j.214H}}
* 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 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.
* 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. {{clr|3|2H}} > {{clr|3|j.214H}} is a true blockstring that leaves Goku at -1 in the air.
* Advantage ranges from -3 to -7. {{clr|H|2H}} > {{clr|H|j.214H}} is a true blockstring that leaves Goku at -1 in the air.
{{clr|4|j.S}} > {{clr|3|j.214H}} is an okay solo combo ender in case you can't use {{clr|2|j.214M}}, but where this move really shines is as a mixup tool covered by assists.
{{clr|S|j.S}} > {{clr|H|j.214H}} is an okay solo combo ender in case you can't use {{clr|M|j.214M}}, but where this move really shines is as a mixup tool covered by assists.


After a blocked {{clr|3|j.214H}}, Goku can do a 4-way mixup with empty {{clr|1|2L}}, empty {{clr|1|214L}}, airdash cross {{clr|4|j.S}}, late airdash same side {{clr|1|j.L}}. However, late airdash {{clr|1|j.L}} while universal is rather hard to pull off, the entire setup requires good blockstun assists and a {{clr|3|2H}} in the string, so it's susceptible to GC.
After a blocked {{clr|H|j.214H}}, Goku can do a 4-way mixup with empty {{clr|L|2L}}, empty {{clr|L|214L}}, airdash cross {{clr|S|j.S}}, late airdash same side {{clr|L|j.L}}. However, late airdash {{clr|L|j.L}} while universal is rather hard to pull off, the entire setup requires good blockstun assists and a {{clr|H|2H}} in the string, so it's susceptible to GC.
</div>
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</div>
</div>


===<big>Instant Transmission</big>===
===<big>Instant Transmission</big>===
<span class="input-badge">'''{{clr|4|236S}} or {{clr|4|214S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} or {{clr|S|214S}} (Air OK)'''</span>
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name={{clr|4|236S}}|subtitle=or j.236S}}
{{AttackVersion|name={{clr|S|236S}}|subtitle=or j.236S}}
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
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}}
|-
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{{AttackVersion|name={{clr|4|214S}}|subtitle=or j.214S}}
{{AttackVersion|name={{clr|S|214S}}|subtitle=or j.214S}}
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
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==== ====
==== ====
* Teleporting kick that tracks anywhere on screen. {{clr|4|236S}} goes behind the opponent, {{clr|4|214S}} goes in front. Uses the direction Goku's facing to determine how he teleports.
<!--Insert text below the =s and above the 2 /divs-->
* Teleporting kick that tracks anywhere on screen. {{clr|S|236S}} goes behind the opponent, {{clr|S|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.
* After teleporting, the move still has some vertical tracking to make sure it connects.
* Smash hit causes sliding knockdown.
* Smash hit causes sliding knockdown.
Extremely bad move in neutral, effectively a check if your opponent was falling asleep as it's easy to punish, especially if your opponent is on the ground. On raw hit, you get nearly no reward. If you really need a crossup in neutral, you should use {{clr|3|236H}} instead.
Extremely bad move in neutral, effectively a check if your opponent was falling asleep as it's easy to punish, especially if your opponent is on the ground. On raw hit, you get nearly no reward. If you really need a crossup in neutral, you should use {{clr|H|236H}} instead.


In combos, this move is better, giving you sideswaps off of {{clr|3|2H}} and some other niche uses such as a situationally better knockdown than {{clr|2|214M}}.
In combos, this move is better, giving you sideswaps off of {{clr|H|2H}} and some other niche uses such as a situationally better knockdown than {{clr|M|214M}}.
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* Has fullscreen horizontal tracking.
* Has fullscreen horizontal tracking.
* Ground bounce into sliding knockdown on hit.
* Ground bounce into sliding knockdown on hit.
A screen control assist, fantastic when used in conjunction with ki blasts in neutral. On hit, the ground bounce also enables unique air-to-ground extension unlike most other pop-up assists.
A screen control assist, fantastic when used in conjunction with ki blasts in neutral. On hit, the ground bounce also enables 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 {{clr|1|236L}}+{{clr|2|M}} for a SKD they otherwise wouldn't get.
Can also be used right before a low recovery Super like Bardock and AGohan's {{clr|L|236L}}+{{clr|M|M}} for a SKD they otherwise wouldn't get.
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==== ====
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* Deflects Ki Blasts.
* Deflects Ki Blasts.
* Launches on hit.
* Launches on hit.
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* Tracks the opponent anywhere on screen. Bad hitbox that whiffs a lot.
* Tracks the opponent anywhere on screen. Bad hitbox that whiffs a lot.
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
If you weren't satisfied with {{clr|4|236S}}/{{clr|4|214S}} being a bad move in neutral, now you can use this bad assist version of it as well. If you really want a tracking neutral assist, then use A. If you want something to plow through the opponent's options, then use B. The only reason to use this is to match Goku's intelligence with your own.
If you weren't satisfied with {{clr|S|236S}}/{{clr|S|214S}} being a bad move in neutral, now you can use this bad assist version of it as well. If you really want a tracking neutral assist, then use A. If you want something to plow through the opponent's options, then use B. The only reason to use this is to match Goku's intelligence with your own.
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==Super Moves==
==Super Moves==
===<big>Extreme Speed Kamehameha</big>===
===<big>Extreme Speed Kamehameha</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} or {{clr|H|236H}}+{{clr|S|S}} (Air OK)'''</span>
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* Done raw, grounded version will have Goku leap towards the opponent, air version stays still.  
* Done raw, grounded version will have Goku leap towards the opponent, air version stays still.  
* Mid-combo, both version teleports to the opponent instead. Rarely misses if ever. Always shows up from the direction Goku's facing.
* Mid-combo, both version teleports to the opponent instead. Rarely misses if ever. Always shows up from the direction Goku's facing.
* Last hit causes sliding knockdown.
* Last hit causes sliding knockdown.
* Minimum damage: 75*10 (750).
* Minimum damage: 75*10 (750).
Similar to SS Goku, he does have safe jump setup from this with j.LL2H > {{clr|1|j.236L}}+{{clr|2|M}} into airdash {{clr|3|j.H}}, but it's not universal.
Similar to SS Goku, he does have safe jump setup from this with j.LL2H > {{clr|L|j.236L}}+{{clr|M|M}} into airdash {{clr|H|j.H}}, but it's not universal.
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===<big>x10 Kaioken Kamehameha</big>===
===<big>x10 Kaioken Kamehameha</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}}'''</span>
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|-
{{AttackVersion|name=Evolved Attack|subtitle=Hold L/{{clr|2|M}}/{{clr|3|H}}/{{clr|4|S}} on hit}}
{{AttackVersion|name=Evolved Attack|subtitle=Hold L/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}} on hit}}
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
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* Hits fullscreen.
* Hits fullscreen.
* 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.
* 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.

Revision as of 23:03, 13 May 2022

Overview
Template-info.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.

Template:CharaOverview

Normal Moves

5L

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.
5L 400 All 6 4 11 -3
5LL 700 Low 10 3 19 -6
5LLL 1000 High U3+ 26 3 18 -5

Standard jab, and Goku's fastest normal.

4LL > 2M or 2LL > 2M are really strong stagger string.


  • 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.

Strong stagger normal after 4LL


  • 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.

5M

5H

5S

2L

2M

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.
700 Low 10 8 18 -10

  • Great range and very active hitbox.
  • Launches on hit.
  • Can anti-reflect from 5L, 2L, 4M or 5M.
  • From max range it can be spaced to be -3 on block.

His third low. IAD j.S2M has deceptively long range and can fully true string in the corner.

Get ready to explode.

Arguably the best 2M in the game with its combination of fast startup, low profile, massive reach and high reward, making it a force to be reckoned with during neutral and offense. When using it in conjunction with his 4M, it can serve as a great way to space out the opponent and reset pressure. You can also delay 214L after and still land his command grab. The timing is finicky but if you hit this once the opponent will now have to guess for command grab at multiple points in the string.

2H

6M

j.L

j.M

j.H

j.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.
600 All 13 Total 40+7L

  • Doesn't halt air momentum like most j.S.
  • Doesn't launches airborne opponent like most j.S, instead it pushes them down.

Forward IAD j.S beats anti-airs and puts Goku +10 at minimum.

Due to maintaining full momentum, IAD j.X > j.S will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD j.M(L)2H > delay j.S would always connect. j.S214L coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into 2M punish, but the thought of reflecting j.S at all is a gamble because the Ki blast might not even come out.

j.2H

Special Moves

Divine Void Strike

236L/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.
236L 900 All 9 6 23 -5 4-14 Ki Blasts
236M 1200 All U1+ 17 10 23 -5 4-26 Ki Blasts
236H 1400 All U1+ 28~32 10 23 -5 1-37~41 Ki Blasts, 13-25~29 All
j.236L 900 All 9 6 23 4-14 Ki Blasts
j.236M 1000 All U1+ 17 10 23 4-26 Ki Blasts
j.236H 1400 All U1+ 28~32 10 23 -5 1-37~41 Ki Blasts, 13-25 All

All Versions
  • Removes other landing recovery.
  • Deflects Ki blasts from frame 4 (H version from frame 1).

236L
  • Goes almost half screen.
  • General purpose blockstring ender.

236L is a safe blockstring ender and a great combo filler, used in Goku's advanced combos. The air version has much better frame advantage if done close to the ground, which forms the basis of his corner loops.


236M
  • Goes 75% of the screen.
  • Smash hit wall splats, Smash 5MMM wall bounces.

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.

236M is used in corner BnBs. Smash j.236M also link into j.DR in the corner for an easy snapback.


236H
  • Teleports toward 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.
  • 236H is faster at fullscreen.
    • A fullscreen 5S can now confirm to 236H
  • Startup becomes instantaneous when used against a launched opponent.

236H is a good neutral check that can be solo converted anywhere on screen.

Not a good idea to use as a reversal as the invul from teleporting comes in too late. Can be used as a 0.5 bar alternative to vanish in some combos if Smash hasn't been used already.

Super God Shock Flash

214L/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.
214L 1200 [800] / 1200 Throw [All] D2 17 1[(7)3] [18] [-5]
214M 1200 Throw U1+ → D2 26 1 25
214H 1200 [800] / 1300 Throw [All] U1+ → D2 24 1[(7)3] [18] [+1]

All Versions
  • Smash on the throw.
  • Values in [] is if the throw whiffs.
  • 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.

214L
  • 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.
  • It tick throws from 5H if its delayed.

At 17f of startup, it's the only unreactable command grab in the game that not only gives you SKD oki, but also can be converted with assists. While the range is pretty short, Goku can do microdash 214L or microdash 2L > delay 214L to land it during stagger pressure.


214M
  • 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 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.


214H
  • 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.

† Currently bugged: On D Smash hit, deals regular amount of blue health (instead of no blue health) and builds a tiny bit of meter unlike other EX specials.

Dragon Flash Kick

j.214L/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.
j.214L 900 All 13 Until L 20
j.214M 1000 All D1 18 Until L 23
j.214H 900 / 900,400×2 All D1 11 Until L 23

j.214L
  • 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.

One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension.

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.


j.214M
  • 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.


j.214H
  • 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 -1 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.

After a blocked j.214H, Goku can do a 4-way mixup with empty 2L, empty 214L, airdash cross j.S, late airdash same side j.L. However, late airdash j.L while universal is rather hard to pull off, the entire setup requires good blockstun assists and a 2H in the string, so it's susceptible to GC.

Instant Transmission

236S or 214S (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.
236S
or j.236S
900 All D1 39 4 22 +3 16-20 All
214S
or j.214S
900 All D1 35 4 22 +3 16-20 All

  • 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.

Extremely bad move in neutral, effectively a check if your opponent was falling asleep as it's easy to punish, especially if your opponent is on the ground. On raw hit, you get nearly no reward. If you really need a crossup in neutral, you should use 236H instead.

In combos, this move is better, giving you sideswaps off of 2H and some other niche uses such as a situationally better knockdown than 214M.

Z Assists

Assist A

Dragon Flash Kick

Assist B

Divine Void Strike

Assist C

Instant Transmission

Super Moves

Extreme Speed Kamehameha

236L+M or 236H+S (Air OK)

x10 Kaioken Kamehameha

214L+M or 214H+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.
x10 Kaioken Kamehameha

No results

Evolved Attack
Hold L/M/H/S on hit

No results

  • Hits fullscreen.
  • 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.

Has enough frame advantage in the corner for a superjump IAD float or fastfall high/low 50/50. Only do the 2 bar extension if you wanna see the cool animation (or if it kills) because it obliterates your oki otherwise.

Colors

1Seasonal colors that can be unlocked at different times of the year.

2Special color that can be unlocked on Goku Day, May 9th.

External References

Navigation

 Goku (SSGSS)
To edit frame data, edit values in DBFZ/SSB Goku/Data.

DBFZ/Navigation