DBFZ/SS Goku

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Overview[edit]
Overview

Goku (Super Saiyan), now on referred to as SS Goku, is this game's resident 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 an excellent Anchor for any team. Very simple to pick up and effective at nearly every level, SS Goku can do just about anything with his very solid tools and can ensure your other characters can do the same thanks to his amazing assists. SS Goku has good normals, a solid beam, and great pressure. However, his mix-up is a little poor, relying on more orthodox methods of opening up the opponent. Thankfully, SS Goku can fake-out a cross-up with his Kamehameha which helps that a little.


"I am a warrior, pure of heart, awakened by rage. I am the legendary Super Saiyan, Son Goku!"
Lore:Born "Kakarot", Son Goku (named directly after the Japanese naming of Journey to the West protagonist Sun Wukong) was sent to Earth shortly before the Saiyan race was driven to extinction by Frieza. Found and cared for by martial artist Grandpa Gohan, and brought up by the Turtle Hermit, Master Roshi, Goku would eventually grow into a young man, with both a burning passion for testing his might against other fighters and a strong sense of justice. His journey to Namek leads him face the monstrous Frieza, who murders his best friend Krillin, his pure rage awakening the forgotten Super Saiyan transformation, the first in possibly thousands of years. Since then, Goku has pushed the form to its' limits, stepping up to face challenging opponents time and time again, although never forgetting his love for a good fight, which often gets in Goku's way.
Voice:Japanese: Masako Nozawa English: Sean Schemmel
Playstyle
DBFZ SS Goku Icon.png SS Goku is a balanced, fundamental character with solid tools.
Pros Cons
  • Jack of All Trades: Well-rounded, allowing him to adapt to nearly every situation.
  • Self Sufficient: Overall moveset compliments his preferred role as the Anchor.
  • Damage: High damage, especially at the corner.
  • Space Control: Multi-directional beams give him a strong neutral and zoning.
  • Assist Variety: A is a beam, and B is two fast strikes that grant high blockstun.
  • Mix-ups: Relies on universal options and fake-outs to open up opponents.
  • Post-Super Okizeme: Knockdown after Meteor Smash side-switches and places opponents full-screen.
  • 2M: His only low is very slow and unsafe, unviable for stagger pressure and also obliterates his high/low mix-up game along with any good damage opportunities.

Normal Moves[edit]

5L[edit]
5L
DBFZ SSGoku 5L.png
DBFZ SSGoku 5LL.png
DBFZ SSGoku 5LLL.png
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 4 11 -3 -

It's a basic jab, can cancel back into itself or 2L once and is the fastest attack in Goku's kit along with 2L. You'll want to use this to challenge/mash, or to reset pressure like 4LL dash 5L.

5LL 700 All - 9 3 17 -4 -

Mostly used as combo/blockstring filler. On hit, 5L along with 5LL and 5M are the 3 jump cancelable normals Goku (and most characters) has. While the basic combo structure is something like 5L > 5LL > 2M > 5M > jc into airstring, if you get a stray 5L or 5LL hit against airborne opponent, be ready to jump cancel right away since continuing down the grounded string will drop the combo.

5LLL 1000 All U3+ 14 3 21 -5 -
  • Stays grounded.
  • Jails into Vanish on its own, or true string into 236S and then Vanish.
  • 5LLL > SD is not 2H-able in the corner (3f gap in the corner and 4f midscreen).

Ends the blockstring very early and is very niche as a combo filler. While it does have abnormally high blockstun, being one of the very few normals in the game that can jail into Vanish, it's still not worth using for most purposes.

5M[edit]
5M
DBFZ SSGoku 5M.png
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.
700 All - 9 6 17 -7 -

Good button with a high hitbox. Though both of Goku's M buttons are punishable on block so beware of ending blockstring with these moves during stagger pressure.

All attacks in DBFZ are late cancelable, which means you can turn any true blockstring into a frame trap by simply delaying the next attack. This is why your opponent will respect your stagger: while 5L > 2L dash 5L blockstrings have a gigantic gap, there's a risk to mashing back because you can instead do 2L > delay 5M as a frame trap, and all M buttons are very combo starters damage wise.

5H[edit]
5H
DBFZ SSGoku 5H.png
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.
850 / 1000 All U1 14 6 18 -8 -
  • Wall splats on Smash hit. Combos into Super Dash.
  • Non-Smash hit can still combo into Super Dash in the corner.

Another combo/blockstring filler. While 2M > 5M > jc is usually the better combo route, if you get a 5M starter, you can do 5M > 2M > 5H instead.

Almost all H buttons in DBFZ on Smash hit will center the opponent to a set position before launching them away, which makes them very reliable combo fillers.

5S[edit]
5S
DBFZ SSGoku 5S.png
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.
300*6 All - 13 X{(9)X}*5 24 -4 -
  • Ki Blast property.
  • Mash or hold S to shoot all 6 Ki Blasts even on whiff.
  • Last Ki blast launches on hit.

Really good button to stagger with as it's safe and push the opponent out a decent amount. Since all Ki Blasts' blockstun can be Guard Canceled with Reflect or SD, 5S(1) acts as a very basic blockstring "mini-game": 5S(1) 5M is a stagger that beats 5L mash and GC Reflect, loses to GC SD. Mean while, 5S(1) > 5H is a true blockstring that beats GC SD and loses to GC Reflect. Of course, they can also choose to just block.

In neutral, 5S is also a good zoning tool as it's a fast, low-commitment fullscreen control button. It's also repeatable up to 6 times so can beat out characters with less amount of repeatable Ki Blasts.

Zoning with 5S has 2 simple counterplays: SD or dash jump-in. SD can be beaten very easily if 5S made contact with them at all as you'll be able to cancel into 2H. Dash jump is a lot more effective, so you always wanna only use 2 Ki Blasts before stopping and starting again for zoning: shooting more is easier to confirm, but shooting less is safer overall, 2 is the perfect amount to confirm into Vanish or recover fast enough to punish with 2H.

2L[edit]
2L
DBFZ SSGoku 2L.png
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.
400 All - 6 2 13 -3 -

Inferior to 5L in almost every way. Though it's not at all a "dead" button as it can be inputted with 1L: when used to mash out of pressure or as stagger pressure with dash 2L, Goku will get the button out if the opponent blocks, but will block himself if they attack. This is better than 5L/4L as you'll be blocking low instead of high, protecting you from characters with low 2L.

While 2L and 5L can only be used twice per blockstring, by delaying button presses, you can make it ambiguous whether or not the last 5L/2L started new string, creating a seemingly infinite blockstring.

2M[edit]
2M
DBFZ SSGoku 2M.png
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.
700 Low - 12 8 18 -10 -
  • Launches on hit.

Has pretty good range. However, it cannot be true string'd into from 5L and 2L (1f gap) and is very punishable on block, making Goku's blockstring rather predictable and vulnerable to Reflect.

Goku along with most characters use 2M as his main combo extender. For Goku, 2M > 5M > j.M will always combo so this is what you'll be confirming into most of the time.

2H[edit]
2H
DBFZ SSGoku 2H.png
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.
850 / 1000 All U1+ 14 3 23+7L -17 4-16 Head
  • Puts Goku airborne.
  • Launches on hit. Smash hit combos into Super Dash.

Go to anti-air against jump-ins, SD, tag or guard cancel. If blocked, Goku doesn't have any true string options to keep himself safe beside calling assists.

2S[edit]
2S
DBFZ SSGoku 2S.png
Hitstun in a can
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.
600 All - 13 - Total 34 -1 -
  • Ki Blast property.
  • Very high hitstun.

Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. 2M > 5M > 2S > SD can be used as an alternate route to 2M > 5M > jc.

Can somewhat be used to snipe airborne opponents, but the angle isn't very good and it can be SD through.

6M[edit]
6M
DBFZ SSGoku 6M.png
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.
850 High - 24 6 4+6L ±0 -
  • Universal overhead. Puts Goku airborne, cannot be canceled into anything when not in Sparking.

Very telegraphed and can only solo extend into a combo if it hits airborne opponents or very meaty against grounded opponents. In a blockstring, 6M will leave at least a 9F gap, making you very vulnerable to mashing. It's also ±0 on block, which means any character with a 6F attack can initiate a clashing sequence afterward, be ready to engage with something like 5L > 4LL or 5L > Reflect.

A lot more potent when paired with an assist as it can cover for the gap or give advantage on block/allow for a combo on hit. In Sparking, you can do 6M > airdash j.M (1f gap on block) which allows you to continue the blockstring or solo confirm with 5L on landing. 6M > airdash j.LL is gapless on block, but you can't truestring into grounded buttons after landing.

j.L[edit]
j.L
DBFZ SSGoku jL.png
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.
400 High - 6 4 11 - -

Basic punch normal, nothing outstandingly good or bad. As a combo filler, while the BnB is 2M > 5M > jc.MLL2H, at max range, j.M > j.L will whiff against small characters, so it's better to do 2M > 5M > jc.M2H in that situation instead.

j.L is notably a good air-to-air button or combo filler for most characters despite its often short range thanks to the ability to confirm with j.LL on hit, which pushes your character toward the opponent.

j.M[edit]
j.M
DBFZ SSGoku jM.png
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.
700 High - 10 3 14 - -

Great air-to-air thanks to its range. Mid blockstring, IAD j.M is Goku's best cross-up option which he can confirm with dash 5L on landing.

j.H[edit]
j.H
DBFZ SSGoku jH.png
Hammer
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.
5LLLLLLL 850 / 1000 High D3+ 13 6 21 - -
  • Smash hit can wall bounce.

5LLLLLLL has a slightly different knockdown angle and effect on Smash hit than j.H, but this move is mostly unused. The wallbounce can be used to tag your teammates in and follow up with a combo, but there better alternatives like 5H, j.2H, or Vanish.

This is however the most consistent source of Dragon Balls and also the only way to summon Shenron. It is possible to mess up mashing L 7 times and get j.H instead, so make sure that there isn't any gap between the automatic SD and j.L.

j.H 850 / 1000 High D1+ 13 6 21 - -
  • Causes a sliding knockdown on Smash hit.

Downward angle makes this Goku's most common jump-in.

Also used as an alternate combo ender to j.S > j.236L. Though since it's faster, doesn't affect Goku's own momentum and is a D+ Type Smash, this is more often used for assisted combos.

j.S[edit]
j.S
DBFZ SSGoku jS.png
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.
600 All - 12 - Total 32+7L - -
  • Stalls momentum temporarily.

Jump or IAD back j.S is a good keep away and/or to snipe grounded opponent, but beware that if it has quite a lot of landing recovery, aka punishable on landing.

On safe jumps, j.M (or j.H) 4S is an OS that gives j.M > j.S on block/hit or a Reflect on landing if they reversal.

This is also another great combo filler, being used in all combos from basic BnBs to advanced Sparking loops.

j.2H[edit]
j.2H
DBFZ SSGoku j2H.png
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.
850 All U1+ 11 4 23 - -
  • Pushes Goku forward.
  • Launches on hit. Smash hit combos into Super Dash.

Strictly combo filler. Since it centers the opponent on Smash hit, any combo after j.2H is consistent everytime.

Special Moves[edit]

Dragon Flash Fist[edit]
Dragon Flash Fist
236L/M/H (Air OK)
DBFZ SSGoku DragonFlashFist.png
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.
  • All ground versions don't have Head attribute.
  • Air verions remove any landing recovery.
  • On Smash hit, all versions can combo into any grounded Supers.
Ground L 1200 High D1 24 4 14+3L -5 -
Air L 1000 High D1 20 4 20 - -
  • Sliding knockdown on Smash hit.
  • Goes half screen.

j.S > j.236L is Goku's anywhere meterless sliding knockdown. It's essentially free damage/meter over j.H, there's not much reason not to end your combo with j.236L beside at high hitstun decay where it'll whiff.

Can be done after a jump in as a double overhead of sort, but the reward isn't great, it can whiff over them, and there'll always be a gap as you're charging forward.

Ground M 1300 High D1 26 4 14+3L -5 -
Air M 1200 High D1 22 4 22 - -
  • Ground bounce sliding knockdown on Smash hit.
  • Goes almost fullscreen.

j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M ▷ 5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where you can't link neither j.L nor 5L/2L.

Learning the range and height at which he can extend with j.236M will boost Goku's damage significantly. For example, he can do SD > j.M > j.214M near the corner into j.236M which is way better than simply ending with j.LLS > j.236L, and it doesn't hurt to go for the extension since the opponent will be in sliding knockdown anyway if you miss it.

Ground H 1400 High D1 24~32 [20~28] 4 14+3L -5 8-16~24 [8-12~20] All
Air H 1300 High D1 24~32 [20~28] 4 18 -5 8-16~24 [8-12~20] All
  • Teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.
  • Values in [ ] are when the opponent is in untech time (air hitstun).
  • Ground bounce sliding knockdown on Smash hit.

While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.

A lot stronger as a jump in double overhead compares to j.236L, as the animation is more ambiguous, it can't whiff, and on hit you can extend with Vanish. It can be used as a decent Spark bait thanks to being full invul during the teleport.

Teleport comes from the direction Goku's facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a double cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around.

Flurry Kick[edit]
Flurry Kick
214L/M/H (Air OK)
DBFZ SSGoku FlurryKick.png
TATSUMAKI SENPUKYAKU
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.
  • Ground versions don't have Head attribute.
  • Pushes Goku forward.
Ground L 500*2 All - 10 3(6)3 11 -3 -
Air L 500*2 All - 7 3(6)3 18 - -
  • Air version launches on hit.

214L functions as a safe blockstring ender, turning Goku's punishable M and H buttons into unpunishable, e.g. 5M > 2M > 5H > 214L.

j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox on top of pushing him forward.

Ground M 350*4 All U1+ 13 3{(6)3}*3 21 -39 -
Air M 300*4 All U1+ 9 3{(6)3}*3 18 - -
  • Has great corner carry. Launches on hit.
  • Smash on last hit. Smash hit wall splats, can link into SD in the corner.
  • Smash 5MMM wall bounces.
  • Ground version recovers in the air.

Borderline suicidal to use in neutral. It is mostly used in corner BnBs.

Ground H 270*6 All U1+ 11 2{(6)2}*5 14 -44 -
Air H 270*6 All U1+ 7 2{(6)2}*5 14 - -
  • Has amazing corner carry. Launches on hit.
  • Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.
  • Ground version recovers in the air.

Can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it really leaves you wide open...

Kamehameha[edit]
Kamehameha
236S (Air OK)
DBFZ SSGoku Kamehameha.png
"I've waited
DBFZ SSGoku Kamehameha Up.png
5 episodes
DBFZ SSGoku Kamehameha Down.png
for this!"
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.
Ground 262*5 [280*5] All - 18 25 [21] 21 [17] -16 [-10] -
Air 262*5 All - 18 25 30(+3L) - -
  • Both versions can be angled by holding InputIcon 2.png or InputIcon 8.png after the input.
  • Values in [ ] are for angled version.
  • Ground and air horizontal Kame wall splat on hit.
  • Ground aimed up and air aimed down launches on hit.
  • Jails into Vanish.

Its ability to be used both on the ground or in the air as well being able to angle both versions gives Goku a commanding presence at long range. Tk.236S[2] is also a very efficient cross-up fake out.

2H (blocked) > j.236S[2] cannot be mashed back, counter 2H'd, or jumped out due to it only having a 3f gap. If they try one of those things and get hit in the corner, he can combo straight into 5M and do a full combo. Goku's in a safe-ish range after doing this in midscreen, but it's still best to Vanish and take your plus frames.

Note that the opponent can hard read the Kamehameha with Reflect, at which point there isn't much you can do if you have no assists to back you up. Definitely do not panic (or auto-pilot) Vanish and put yourself in the corner if you see the Reflect.

Z Assists[edit]

Assist A[edit]
Kamehameha
Assist A
DBFZ SSGoku Kamehameha.png
Neutral 101
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.
200*5 All - 35 25 63 +30 -
  • Wall splats on hit.

The beam will wash away everything on ground level, letting you approach pretty much risk-free. It's also really good at covering for mixups. Goku A into tick throw DR is extremely good due to the colors of the beam and DR's blue bubble blending together.

Though since it's very telegraphed, a good player wouldn't just let you run in with a beam assist backing you up, and will instead Reflect or super jump out of the way. It's still a very good assist regardless.

As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into ground DR > combo ender.

Assist B[edit]
Flurry Kick
Assist B
DBFZ SSGoku FlurryKick.png
Lockdown 101
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.
250, 800 All - 21 - - +40 -

Extremely fast and boasts high blockstun, a good competition for his A assist. While A assist excels in neutral, B assist is better used for blockstring purposes: covering for mixups, restarting blockstrings, covering for a blocked SD, etc.

Assist C[edit]
Dragon Storm
Assist C
DBFZ SSGoku 5LL.png
DBFZ SSGoku 5LLL.png
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.
450*2, 400 All - 41 [21] - - +50 -
  • Teleports to the opponent on ground level.
  • On hit, teleports again behind them and knocks down into a ground bounce SKD.
  • Values in [ ] are when the opponent is in hitstun/untech.

A basic C assist: high blockstun, easy for combo extension, but has slow startup in neutral and blockstring, absurdly long cooldown, and almost doesn't do anything that A and B assists can't.

C assist can enable some unique synergies over the other 2 assists, such as some characters can benefit more from the long animation it does on hit, or they can use the backward hit to pull the opponent out of the corner for setups.

Super Moves[edit]

Super Kamehameha[edit]
Super Kamehameha
236L+M (Air OK)
DBFZ SSGoku SuperKamehameha.png
The signature move.
DBFZ SSGoku SuperKamehameha Up.png
The snipe.
DBFZ SSGoku SuperKamehameha Down.png
The aerial signature move.
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.
Ground 250*10 [270*10] All UDV 9+4 45 36 -19 9-20 All
Air 250*10 All UDV 9+4 45 45 [42] - 9-20 All
  • Both versions can be angled by holding InputIcon 2.png or InputIcon 8.png after the input. Angled Kames at close range will hold them in place until the last hit.
  • Values in [ ] are for angled versions.
  • Horizontal and aimed up versions launch on hit. Aimed down version causes a sliding knockdown.
  • Minimum damage: Horizontal: 77*10, Ground aimed up: 81*10, Air aimed down: 75*10.

j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. By airdashing after the super has ended into falling j.H, this covers every wakeup options beside delayed wakeup.

DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique synergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame > AGohan Lv1 (whiff) DR, etc.

Warp Kamehameha[edit]
Warp Kamehameha
236H+S (Air OK)
DBFZ SSGoku WarpKamehameha.png
DBFZ SSGoku WarpKamehameha2.png
"I'll be sure to visit your grave!"
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.
Ground 270*10 All UDV 18+4 [8+4] 45 36 -19 18-29 [8-19] All
Air 270*10 All UDV 18+4 [8+4] 45 36 -19 18-29 [8-19] All
  • Teleports to the ground and to the opponent's back during the super freeze.
  • Values in [ ] are when the opponent is in hitstun/untech.
  • Minimum damage: 81*10.

The most common bar dump as it can hit in midscreen from almost any Smash or non-Smash j.H/j.236X while also holding the opponent in front of Goku for grounded DHC. Its only real downside is the sideswitch.

Since it's really fast mid-combo and only tracks the opponent's current position, you almost always wanna delay this Super to make sure they won't fly past Goku, e.g. j.LLS > j.236L > delay j.236H+S.

Meteor Smash[edit]
Meteor Smash
214L+M or 214H+S
DBFZ SSGoku MeteorSmash.png
HUP
DBFZ SSGoku MeteorSmash2.png
Oh, is it gonna kill?
DBFZ SSGoku MeteorSmash3.png
NO WAY IT KILLED!!!
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.
4259 All UDV 9+3~9 6 24 -14 1-17~23 All
  • Stays grounded, teleports to the opponent's back after the super freeze.
  • Causes a hard knockdown on hit, positions them at the opposite edge of the screen.
  • Minimum damage: 1759.

Goku's only invincible reversal and a proficient combo ender bar dump. On hit, Goku can continue pressure with an easy safejump by buffering dash jump j.M.

Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 or Yamcha Lv1).

Navigation[edit]


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