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{{clr|L|5L}} is a basic jab and one of the few moves that keep Goku in place. Can cancel back into itself or {{clr|L|2L}} once and is the fastest attack in Goku's kit along with {{clr|L|2L}}. You'll want to use this to challenge/mash, or to reset pressure like {{clr|L|5L}} > {{clr|L|4LL}} into dash {{clr|L|5L}} again. | {{clr|L|5L}} is a basic jab and one of the few moves that keep Goku in place. Can cancel back into itself or {{clr|L|2L}} once and is the fastest attack in Goku's kit along with {{clr|L|2L}}. You'll want to use this to challenge/mash, or to reset pressure like {{clr|L|5L}} > {{clr|L|4LL}} into dash {{clr|L|5L}} again. | ||
All {{clr|L|5L}}s can also cancel into Dragon Rush on block/hit and act as a universal tickthrow. | All {{clr|L|5L}}s can also cancel into Dragon Rush (DR) on block/hit and act as a universal tickthrow. | ||
---- | ---- | ||
;{{clr|L|5LL}} | ;{{clr|L|5LL}} | ||
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* Mash or hold {{clr|S|S}} to shoot up to 6 Ki Blasts | * Mash or hold {{clr|S|S}} to shoot up to 6 Ki Blasts | ||
* Last Ki Blast launches on hit | * Last Ki Blast launches on hit | ||
Good button to stagger with as it's safe on block and pushes the opponent far enough where it will be difficult for them to contest Goku. After blocking a Ki Blast, the opponent | Good button to stagger with as it's safe on block and pushes the opponent far enough where it will be difficult for them to contest Goku. After blocking a Ki Blast, the opponent can escape the blockstring by Guard Canceling (GC) into 2 strong options: Reflect or Super Dash, at zero cost. This is where a basic "mini-game" often plays out: {{clr|S|5S}}(1) > {{clr|H|5H}} is a true blockstring that beats GC SD, but loses to GC Reflect. Mean while, {{clr|S|5S}}(1) {{clr|M|2M}} can counter hit GC Reflect during its recovery and stuff most {{clr|L|5L}}/{{clr|L|2L}} mashing, but loses to GC SD. | ||
In neutral, {{clr|S|5S}} is also a great zoning tool as it's a fast, low-commitment screen control button. It's also repeatable up to 6 times so can beat out characters with less amount of repeatable Ki Blasts. | In neutral, {{clr|S|5S}} is also a great zoning tool as it's a fast, low-commitment screen control button. It's also repeatable up to 6 times so can beat out characters with less amount of repeatable Ki Blasts. Zoning with {{clr|S|5S}} has 2 simple counterplays: SD or dash jump-in. SD can be beaten easily if {{clr|S|5S}} made contact with them as you'll be able to cancel into {{clr|H|2H}}, the universal anti-air. Dash jumping is a lot more effective since they'll dodge over the Ki Blasts altogether, so you'd wanna use only 1 to 2 Ki Blasts before stopping and start shooting again. Shooting more is easier to confirm, while shooting less is safer overall, 2 Ki Blasts per shot is a good amount to confirm into Vanish or recover in time to block the jump-ins/punish them with {{clr|H|2H}}. | ||
Zoning with {{clr|S|5S}} has 2 simple counterplays: SD or dash jump-in. SD can be beaten easily if {{clr|S|5S}} made contact with them as you'll be able to cancel into {{clr|H|2H}}, the universal anti-air. Dash jumping is a lot more effective since they'll dodge over the Ki Blasts altogether, so you'd wanna use only 1 to 2 Ki Blasts before stopping and | |||
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* Launches on hit | * Launches on hit | ||
An incredible poke blessed with low hurtbox, very active hitbox and an excess of forward momentum. | * Can only cancel into other moves (barring Vanish) within the first 10 frames after making contact | ||
An incredible poke blessed with low hurtbox, very active hitbox and an excess of forward momentum. A strong punish/neutral skip tool from a distance as it can low profile a good amount of common attacks like {{clr|L|5L}} or {{clr|M|5M}} with the tip of his foot, which he can then easily confirm into full combos with {{clr|M|5M}} > 9 jc {{clr|M|j.M}} or {{clr|M|5M}} > {{clr|S|2S}}. It's also a good anti-Reflect button similar to {{clr|H|5H}}. | |||
The restriction on its late canceling can make {{clr|M|2M}} slightly awkward to use in blockstring. And being his only low hitting attack, it's a smidge too slow to be used for high/low mix-ups. It's still possible to break guard with {{clr|M|2M}}, but Goku in general needs to work harder for his openings. | |||
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* Puts Goku airborne | * Puts Goku airborne | ||
* Launches on hit. Smash hit combos into Super Dash | * Launches on hit. Smash hit combos into Super Dash | ||
The universal anti-air for countering jump-ins, SD, Z Change, Guard Cancel and so on. Goku's {{clr|H|2H}} is somewhat risky to throw out since his cancel options on block are either punishable or leave a gap. {{clr|H|2H}}-ing usually nets a rather mediocre punish due to the launch angle, however if you're willing to spend additional resources, it can become very deadly. | The universal anti-air normal for countering jump-ins, SD, Z Change, Guard Cancel and so on. Goku's {{clr|H|2H}} is somewhat risky to throw out since his cancel options on block are either punishable or leave a gap. | ||
{{clr|H|2H}}-ing usually nets a rather mediocre punish due to the launch angle limiting combo potential, however if you're willing to spend additional resources, it can become very deadly. | |||
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* Shoots a Level 1 projectile with Ki Blast property at a 45 degree angle upward | * Shoots a Level 1 projectile with Ki Blast property at a 45 degree angle upward | ||
Amazing blockstring and combo filler. Can whiff on grounded opponents if Goku is further away from them, so this is a slightly more restrictive {{clr|S|5S}} but with better frame advantage. Will consistently connect after | Amazing blockstring and combo filler. Can whiff on grounded opponents if Goku is further away from them, so this is a slightly more restrictive {{clr|S|5S}} but with better frame advantage. Will consistently connect in a blockstring after {{clr|M|5M}} or {{clr|H|5H}} and put Goku at -1, able to restart pressure very late into a string. | ||
On air hit, {{clr|S|2S}} has very high hitstun | On air hit, {{clr|S|2S}} has very high hitstun that can combo directly into SD or {{clr|S|236S}}[8], can link into super jump {{clr|L|j.L}} or even into itself. {{clr|M|2M}} > {{clr|M|5M}} > {{clr|S|2S}} > {{clr|S|236S}}[8] > SD is an alternate route to {{clr|M|2M}} > {{clr|M|5M}} > jc, and is commonly utilized in Goku's Vanish confirm (post U-Smash) where {{clr|H|j.2H}} no longer combos into SD. | ||
Can also be used to snipe airborne opponents, but the angle is too steep for screen control and it can be SD'd through. | Can also be used to snipe airborne opponents, but the angle is too steep for screen control and it can be SD'd through. | ||
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Basic punch normal with a high hitbox. Thanks to the ability to confirm | Basic punch normal with a high hitbox. Thanks to the ability to confirm into {{clr|L|j.LL}} on hit, which pushes your character toward the opponent, {{clr|L|j.L}} is a common air-to-air button despite its often short range for most of the cast. | ||
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Great air-to-air and jump-in normal thanks to its range. In midscreen blockstrings, Goku can cross-up the opponent with IAD delay {{clr|M|j.M}}, which he can confirm or continue pressure with {{clr|M|5M}} upon landing. | Great air-to-air and jump-in normal thanks to its range. In midscreen blockstrings, Goku can cross-up the opponent with IAD delay {{clr|M|j.M}}, which he can confirm or continue pressure with {{clr|M|5M}} or {{clr|M|2M}} upon landing. | ||
The delay between IAD and {{clr|M|j.M}} will be different depending on how close you are to the opponent, and note that a frame perfect IAD will not cross over a few characters with high standing pushbox like Android 16 or Cell. | |||
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* Forces crouching on grounded hit. Knockdown on air hit | * Forces crouching on grounded hit. Knockdown on air hit | ||
* Smash hit causes a sliding knockdown. Dynamic hit can wall bounce | * Smash hit causes a sliding knockdown (SKD). Dynamic hit can wall bounce | ||
Downward hitbox makes this Goku's most common jump-in button along with {{clr|M|j.M}}. Also commonly used for assisted combos or an alternate combo ender to {{clr|S|j.S}} > {{clr|L|j.236L}} since it has faster startup and gives better okizeme in midscreen. | Downward hitbox makes this Goku's most common jump-in button along with {{clr|M|j.M}}. Also commonly used for assisted combos or an alternate combo ender to {{clr|S|j.S}} > {{clr|L|j.236L}} since it has faster startup and gives better okizeme in midscreen. | ||
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Good neutral tool for sniping grounded opponents and a combo bridge, but beware that if it has quite a lot of landing recovery, aka punishable upon landing. | Good neutral tool for sniping grounded opponents and a combo bridge, but beware that if it has quite a lot of landing recovery, aka punishable upon landing. | ||
IAD back {{clr|S|j.S}} is a good keep away. As a jump-in, IAD forward {{clr|M|j.M}} > {{clr|S|j.4S}} adds some extra damage for the combo on hit while maintaining roughly the same frame advantage on block | IAD back {{clr|S|j.S}} is a good keep away. As a jump-in, IAD forward {{clr|M|j.M}} > {{clr|S|j.4S}} adds some extra damage for the combo on hit while maintaining roughly the same frame advantage on block compared to a normal jump-in, is an anti-Reflect string, and also an OS that gives {{clr|M|j.M}} > {{clr|S|j.S}} on block/hit or a Reflect on landing if {{clr|M|j.M}} whiffs through a reversal. | ||
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* Pushes Goku forward | * Pushes Goku forward | ||
* Launches on hit. Smash hit combos into Super Dash | * Launches on hit. Smash hit combos into Super Dash | ||
An air combo extender and filler. From common air-to-air | An air combo extender and filler. From common air-to-air hits, Goku can confirm into {{clr|H|j.2H}} > SD and gets a consistent combo afterward. | ||
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* | ;All Versions | ||
* Air | * Ground versions puts Goku airborne, but do not have Head attribute | ||
* Air versions remove any landing recovery upon use | |||
---- | ---- | ||
;{{clr|L|L Versions}} | |||
* | * Causes a sliding knockdown on Smash hit | ||
{{clr| | * Lunges half screen forward | ||
An alternative overhead vs {{clr|M|6M}}. On hit, Goku can only combo into Supers afterward. Can also be done after a jump-in as a double overhead, but it can whiff over the opponent, and there will be a gap as you're charging forward. | |||
{{clr|S|j.S}} > {{clr|L|j.236L}} is Goku's meterless sliding knockdown that can be done anywhere at low hitstun decay. Useful n combo routes where {{clr|H|j.H}} cannot give SKD like Vanish confirms or after {{clr|H|5H}}. | |||
---- | ---- | ||
;{{clr|M|M Versions}} | |||
* Goes almost fullscreen. | * Causes a ground bounce sliding knockdown on Smash hit | ||
{{clr| | * Goes almost fullscreen. Mid-combo, will move a bit upward as well if the opponent is above Goku | ||
Slower but higher reward compared to {{clr|L|236L}} as an overhead since the ground bounce can be picked up with Vanish or Sparking Blast. | |||
{{clr|M|j.236M}} can be linked into from {{clr|M|214M}} and {{clr|M|j.214M}}. This allows for high corner carry combos in midscreen, and enables Goku's advanced corner combos with hitting the opponent during the small ground bounce window. Close to the ground, he can link {{clr|M|j.236M}} into land {{clr|L|5L}} or {{clr|L|2L}}, slightly higher up he can hit with {{clr|L|j.L}} > {{clr|S|j.S}} on the way down, even higher up and it's {{clr|M|j.M}} > {{clr|S|j.S}}. | |||
Note that these links aren't guaranteed. There will be situations where it's impossible for any buttons to connect, though it doesn't hurt to attempt the links anyway since the opponent will be in sliding knockdown if you do miss them. Learning the correct link to use at different heights will boost Goku's damage and meter gain significantly. For example off of a stray SD hit near the corner, instead of opting for a short combo into SKD, you can extend into a full string that builds an extra bar and then spend it on Supers. | |||
---- | ---- | ||
;{{clr|H|H Versions}} | |||
* Values in [ ] are when the opponent is in untech time (air hitstun) | * Teleports to the opponent before attacking, appearing from the direction Goku was facing. Ground version has no vertical tracking, air version tracks anywhere on stage | ||
* | * Values in [ ] are when the opponent is in untech time (air hitstun) | ||
While the ground bounce is | * Causes a ground bounce sliding knockdown on Smash hit | ||
While the ground bounce is identical to M versions, the fast teleport during startup makes this a lot more flexible to combo into and solo extend. Using {{clr|H|j.236H}} early on in a combo will lead to devastating damage at the cost of lower meter build than a {{clr|M|j.236M}} combo. | |||
A lot stronger as a jump in double overhead | A lot stronger as a jump-in double overhead compared to {{clr|L|j.236L}}, as the animation is more ambiguous and can be extended with Vanish on hit. It can also be used as a decent Spark bait thanks to being full invul during the teleport. | ||
Dash jumping over an opponent into {{clr|H|j.236H}} will hit from behind them for a brain melting cross-up. Doing this after an airdash, double jump or super jump won't work however because Goku will turn around, and {{clr|H|j.236H}} will then hit same side. | |||
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* Ground versions | ;All Versions | ||
* Ground versions puts Goku airborne, but do not have Head attribute | |||
---- | ---- | ||
* Air version launches on hit | ;{{clr|L|L Versions}} | ||
{{clr|L|214L}} functions as a safe blockstring ender, turning Goku's punishable M and H buttons into unpunishable, e.g. {{clr|M|2M}} > {{clr|M|5M}} > {{clr|H|5H}} > {{clr|L|214L}}. | * Air version launches on hit | ||
Ground {{clr|L|214L}} functions as a safe blockstring ender, turning Goku's punishable M and H buttons into unpunishable, e.g. {{clr|M|2M}} > {{clr|M|5M}} > {{clr|H|5H}} > {{clr|L|214L}}. | |||
{{clr|L|j.214L}} after a blocked SD (yours or the opponent's) is a good check | {{clr|L|j.214L}} after a blocked SD (yours or the opponent's) is a good check that will punish the opponent if they were pressing buttons since it has startup of a typical {{clr|L|j.L}} but with big hitbox on top of pushing him forward. | ||
---- | ---- | ||
* | ;{{clr|M|M Versions}} | ||
* Ground version recovers in the air | |||
* Launches on hit, Smash on last hit. Smash hit wall splats, Smash {{clr|M|5MMM}} wall bounces | |||
Has great corner carry and is Goku's main corner combo extender. Can link into {{clr|M|2M}}, {{clr|M|j.236M}}, SD, or j.DR. | |||
While he moves a fullscreen distance pretty quickly, it's not recommended to use this in neutral or in blockstrings. It can be tricky to catch Goku wilding in the air, but all things considered, he's still horribly wide open. | |||
---- | ---- | ||
* | ;{{clr|H|H Versions}} | ||
* Ground version recovers in the air | |||
* Launches on hit, Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen | |||
{{clr| | Amazing corner carry and good for meter dumping in midscreen. A common conversion beside linking straight into SD is landing into dash {{clr|S|2S}} > {{clr|S|236S}}[8] > SD > etc. | ||
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* Both | * Level 3 projectile beam that pierces opponents | ||
* Values in [ ] are for angled version | * Air versions halt all momentum | ||
* Ground and air horizontal | * Both ground and air version can be angled by holding {{Ni|2}} or {{Ni|8}} after the input. Ground angled version can whiff cancel into SD starting on frame 38 | ||
* Values in [ ] are for angled version | |||
* Jails into Vanish | * Ground and air horizontal beam wall splat on hit. Ground aimed up and air aimed down launch on hit | ||
* Jails into Vanish | |||
Its ability to be used both on the ground | Its ability to be used both on the ground and in the air as well being able to angle the beam gives Goku a commanding presence at long range. Used in tandem with his Ki Blasts for zoning, and if the beam is blocked, spending a bar for Vanish will guarantee him plus frames to start pressure. | ||
{{clr|S|j.236S}}[2] is good for sniping ground opponents. And tk.{{clr|S|236S}}[9] is also a very efficient cross-up fake out that beats most anti-air options, though this can only be converted by spending extra resources. However similar to {{clr|S|2S}}, the angle of ground {{clr|S|236S}}[8] is too steep for screen controlling purposes. On block, it's also not very good at forcing airborne opponent down to the ground, and {{clr|S|236S}}[8] > SD will always leave at minimum a 4f gap in a blockstring ({{clr|H|2H}}-able). So its role boils down to being a high damaging combo extender that does not use Smash. | |||
{{clr|H|2H}} | On a blocked {{clr|H|2H}}, canceling into {{clr|S|j.236S}}[2] is the best course of action as it cannot be mashed back, counter {{clr|H|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 link straight into {{clr|M|2M}} for 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. | ||
Be extra mindful when zoning with ground {{clr|S|236S}} as the opponent can dash jump over the beam to punish you, where you won't be able to save yourself by whiff canceling into Vanish like with {{clr|S|5S}}. And note that while all versions of Kamehameha true string into Vanish, if the opponent reflect the beam, they will auto-Reflect the Vanish and Goku will be horribly punishable at -22. | |||
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* Teleports to the ground and to the opponent's back during the super freeze. | * Teleports to the ground and to the opponent's back during the super freeze. | ||
* Values in [ ] are when the opponent is in hitstun/untech. | * Values in [ ] are when the opponent is in hitstun/untech. | ||
* Minimum damage: | * Minimum damage: 81×10 {42×10} | ||
Goku's most common bar dump as it can combo from almost any Smash or non-Smash {{clr|H|j.H}}/j.236X while also holding the opponent in front of Goku for grounded DHC. Its only real downside is the sideswitch. | Goku's most common bar dump as it can combo from almost any Smash or non-Smash {{clr|H|j.H}}/j.236X while also holding the opponent in front of Goku for grounded DHC. Its only real downside is the sideswitch. | ||
Revision as of 15:55, 20 May 2022
Normal Moves
5L
- 5L
5L is a basic jab and one of the few moves that keep Goku in place. 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 5L > 4LL into dash 5L again.
All 5Ls can also cancel into Dragon Rush (DR) on block/hit and act as a universal tickthrow.
- 5LL
Mostly used as combo/blockstring filler. On hit, 5L along with 5LL and 5M are the only 3 jump cancelable normals Goku (and most characters) has. While the basic combo structure is something like 5L > 5LL > 2M > 5M > jc into an airstring, if you get a stray 5L or 5LL hit against an airborne opponent, be ready to jump cancel right away since continuing down the grounded string will drop the combo.
- 5LLL
- Has abnormally high blockstun, can true string into Vanish or even 236S
- Smash hit launches and combos into Super Dash (SD)
Has limited gatling options so this ends the blockstring very early and is a niche combo filler. It's generally a good idea to avoid accidentally mashing to this point.
On block, 5LLL > SD is not 2H-able in the corner (3f gap), which puts Goku airborne for potential assisted mix-ups with late airdash high or land low.
5M
Really fast button with good range and a high hitbox. Goku's M and H buttons are long ranged, high rewarding combo starters but are punishable on block, so beware of ending blockstrings with these moves.
While all of Goku's normals true string into the next, since almost all attacks in DBFZ are late cancelable, you're able to turn any true blockstring into a frame trap by simply delaying the next attack. A stagger string like 5L > 2L dash 2L has a gap that can be mashed out, but 5L > 2L > delay 5M can counter hit their challenge attempt and lead into high damaging combos. This is the core of DBFZ pressure, resetting your string to beg the opponent to mash, then frame trapping and melting them when they do. After you've gained their respect, universal options like Dragon Rush and 6M will start to show their effectiveness.
5H
- Wall splats on Smash hit. Combos into Super Dash
- Non-Smash hit can still combo into Super Dash in the corner
Usually confined to combo/blockstring filler due to its slow startup and bad frame advantage. Though the massive range makes it a good anti-Reflect button: if Goku is Z Reflected with his first normal, canceling into 5H will put him right back in their face and stuffing their challenge attempt, forcing them to block or gamble a second Reflect.
On Smash hit, almost all H buttons in DBFZ will recenter the opponent before launching, making them very reliable combo extenders. 2M > 5M usually leads to better combo routes with easier confirm, but if you get a 5M starter, you can do 5M > 2M > 5H instead. Advanced rejump combos from 5H can rival 2M > 5M air combos in term of damage and corner carry as well.
5S
- Shoots Level 1 projectiles with Ki Blast property straight forward
- Mash or hold S to shoot up to 6 Ki Blasts
- Last Ki Blast launches on hit
Good button to stagger with as it's safe on block and pushes the opponent far enough where it will be difficult for them to contest Goku. After blocking a Ki Blast, the opponent can escape the blockstring by Guard Canceling (GC) into 2 strong options: Reflect or Super Dash, at zero cost. This is where a basic "mini-game" often plays out: 5S(1) > 5H is a true blockstring that beats GC SD, but loses to GC Reflect. Mean while, 5S(1) 2M can counter hit GC Reflect during its recovery and stuff most 5L/2L mashing, but loses to GC SD.
In neutral, 5S is also a great zoning tool as it's a fast, low-commitment screen 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 easily if 5S made contact with them as you'll be able to cancel into 2H, the universal anti-air. Dash jumping is a lot more effective since they'll dodge over the Ki Blasts altogether, so you'd wanna use only 1 to 2 Ki Blasts before stopping and start shooting again. Shooting more is easier to confirm, while shooting less is safer overall, 2 Ki Blasts per shot is a good amount to confirm into Vanish or recover in time to block the jump-ins/punish them with 2H.
2L
One on Goku's key stagger tools as being ±0 on block allows for easy pressure restarts, although its usage is somewhat limited due to its position as a very early button into the string.
It's best practice inputting this as 1L, since in situations like mashing out of pressure or staggering with dash 1L, Goku will get the button out if the opponent blocks/gets hit, but will block if they attack. This is better than 5L/4L as you'll be blocking low instead of high, protecting you from characters with low hitting 2L or 5L. The fast recovery of this move is also noteworthy as it's able to whiff through the startup of most invincible attacks and recover in time to block their active frames.
2M
- Launches on hit
- Can only cancel into other moves (barring Vanish) within the first 10 frames after making contact
An incredible poke blessed with low hurtbox, very active hitbox and an excess of forward momentum. A strong punish/neutral skip tool from a distance as it can low profile a good amount of common attacks like 5L or 5M with the tip of his foot, which he can then easily confirm into full combos with 5M > 9 jc j.M or 5M > 2S. It's also a good anti-Reflect button similar to 5H.
The restriction on its late canceling can make 2M slightly awkward to use in blockstring. And being his only low hitting attack, it's a smidge too slow to be used for high/low mix-ups. It's still possible to break guard with 2M, but Goku in general needs to work harder for his openings.
2H
- Puts Goku airborne
- Launches on hit. Smash hit combos into Super Dash
The universal anti-air normal for countering jump-ins, SD, Z Change, Guard Cancel and so on. Goku's 2H is somewhat risky to throw out since his cancel options on block are either punishable or leave a gap.
2H-ing usually nets a rather mediocre punish due to the launch angle limiting combo potential, however if you're willing to spend additional resources, it can become very deadly.
2S
- Shoots a Level 1 projectile with Ki Blast property at a 45 degree angle upward
Amazing blockstring and combo filler. Can whiff on grounded opponents if Goku is further away from them, so this is a slightly more restrictive 5S but with better frame advantage. Will consistently connect in a blockstring after 5M or 5H and put Goku at -1, able to restart pressure very late into a string.
On air hit, 2S has very high hitstun that can combo directly into SD or 236S[8], can link into super jump j.L or even into itself. 2M > 5M > 2S > 236S[8] > SD is an alternate route to 2M > 5M > jc, and is commonly utilized in Goku's Vanish confirm (post U-Smash) where j.2H no longer combos into SD.
Can also be used to snipe airborne opponents, but the angle is too steep for screen control and it can be SD'd through.
6M
- DBFZ SSGoku 6M.png
- 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.L > j.L is gapless on block, but you can't truestring into grounded buttons after landing.
j.L
Basic punch normal with a high hitbox. Thanks to the ability to confirm into j.LL on hit, which pushes your character toward the opponent, j.L is a common air-to-air button despite its often short range for most of the cast.
j.M
Great air-to-air and jump-in normal thanks to its range. In midscreen blockstrings, Goku can cross-up the opponent with IAD delay j.M, which he can confirm or continue pressure with 5M or 2M upon landing.
The delay between IAD and j.M will be different depending on how close you are to the opponent, and note that a frame perfect IAD will not cross over a few characters with high standing pushbox like Android 16 or Cell.
j.H
- Forces crouching on grounded hit. Knockdown on air hit
- Smash hit causes a sliding knockdown (SKD). Dynamic hit can wall bounce
Downward hitbox makes this Goku's most common jump-in button along with j.M. Also commonly used for assisted combos or an alternate combo ender to j.S > j.236L since it has faster startup and gives better okizeme in midscreen.
Dynamic hit 5LLLLLLL has a slightly different knockdown angle and effect compared to Smash hit, but this has next to no practical usage.
j.S
- Shoots a Level 1 projectile with Ki Blast property at a 45 degree angle downward
- Pauses air momentum temporarily
Good neutral tool for sniping grounded opponents and a combo bridge, but beware that if it has quite a lot of landing recovery, aka punishable upon landing.
IAD back j.S is a good keep away. As a jump-in, IAD forward j.M > j.4S adds some extra damage for the combo on hit while maintaining roughly the same frame advantage on block compared to a normal jump-in, is an anti-Reflect string, and also an OS that gives j.M > j.S on block/hit or a Reflect on landing if j.M whiffs through a reversal.
j.2H
- Pushes Goku forward
- Launches on hit. Smash hit combos into Super Dash
An air combo extender and filler. From common air-to-air hits, Goku can confirm into j.2H > SD and gets a consistent combo afterward.
Special Moves
Dragon Flash Fist
236L/M/H (Air OK)
- All Versions
- Ground versions puts Goku airborne, but do not have Head attribute
- Air versions remove any landing recovery upon use
- L Versions
- Causes a sliding knockdown on Smash hit
- Lunges half screen forward
An alternative overhead vs 6M. On hit, Goku can only combo into Supers afterward. Can also be done after a jump-in as a double overhead, but it can whiff over the opponent, and there will be a gap as you're charging forward.
j.S > j.236L is Goku's meterless sliding knockdown that can be done anywhere at low hitstun decay. Useful n combo routes where j.H cannot give SKD like Vanish confirms or after 5H.
- M Versions
- Causes a ground bounce sliding knockdown on Smash hit
- Goes almost fullscreen. Mid-combo, will move a bit upward as well if the opponent is above Goku
Slower but higher reward compared to 236L as an overhead since the ground bounce can be picked up with Vanish or Sparking Blast.
j.236M can be linked into from 214M and j.214M. This allows for high corner carry combos in midscreen, and enables Goku's advanced corner combos with hitting the opponent during the small ground bounce window. Close to the ground, he can link j.236M into land 5L or 2L, slightly higher up he can hit with j.L > j.S on the way down, even higher up and it's j.M > j.S.
Note that these links aren't guaranteed. There will be situations where it's impossible for any buttons to connect, though it doesn't hurt to attempt the links anyway since the opponent will be in sliding knockdown if you do miss them. Learning the correct link to use at different heights will boost Goku's damage and meter gain significantly. For example off of a stray SD hit near the corner, instead of opting for a short combo into SKD, you can extend into a full string that builds an extra bar and then spend it on Supers.
- H Versions
- Teleports to the opponent before attacking, appearing from the direction Goku was facing. Ground version has no vertical tracking, air version tracks anywhere on stage
- Values in [ ] are when the opponent is in untech time (air hitstun)
- Causes a ground bounce sliding knockdown on Smash hit
While the ground bounce is identical to M versions, the fast teleport during startup makes this a lot more flexible to combo into and solo extend. Using j.236H early on in a combo will lead to devastating damage at the cost of lower meter build than a j.236M combo.
A lot stronger as a jump-in double overhead compared to j.236L, as the animation is more ambiguous and can be extended with Vanish on hit. It can also be used as a decent Spark bait thanks to being full invul during the teleport.
Dash jumping over an opponent into j.236H will hit from behind them for a brain melting cross-up. Doing this after an airdash, double jump or super jump won't work however because Goku will turn around, and j.236H will then hit same side.
Flurry Kick
214L/M/H (Air OK)
- All Versions
- Ground versions puts Goku airborne, but do not have Head attribute
- L Versions
- Air version launches on hit
Ground 214L functions as a safe blockstring ender, turning Goku's punishable M and H buttons into unpunishable, e.g. 2M > 5M > 5H > 214L.
j.214L after a blocked SD (yours or the opponent's) is a good check that will punish the opponent if they were pressing buttons since it has startup of a typical j.L but with big hitbox on top of pushing him forward.
- M Versions
- Ground version recovers in the air
- Launches on hit, Smash on last hit. Smash hit wall splats, Smash 5MMM wall bounces
Has great corner carry and is Goku's main corner combo extender. Can link into 2M, j.236M, SD, or j.DR.
While he moves a fullscreen distance pretty quickly, it's not recommended to use this in neutral or in blockstrings. It can be tricky to catch Goku wilding in the air, but all things considered, he's still horribly wide open.
- H Versions
- Ground version recovers in the air
- Launches on hit, Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen
Amazing corner carry and good for meter dumping in midscreen. A common conversion beside linking straight into SD is landing into dash 2S > 236S[8] > SD > etc.
Kamehameha
236S (Air OK)
- Level 3 projectile beam that pierces opponents
- Air versions halt all momentum
- Both ground and air version can be angled by holding or after the input. Ground angled version can whiff cancel into SD starting on frame 38
- Values in [ ] are for angled version
- Ground and air horizontal beam wall splat on hit. Ground aimed up and air aimed down launch on hit
- Jails into Vanish
Its ability to be used both on the ground and in the air as well being able to angle the beam gives Goku a commanding presence at long range. Used in tandem with his Ki Blasts for zoning, and if the beam is blocked, spending a bar for Vanish will guarantee him plus frames to start pressure.
j.236S[2] is good for sniping ground opponents. And tk.236S[9] is also a very efficient cross-up fake out that beats most anti-air options, though this can only be converted by spending extra resources. However similar to 2S, the angle of ground 236S[8] is too steep for screen controlling purposes. On block, it's also not very good at forcing airborne opponent down to the ground, and 236S[8] > SD will always leave at minimum a 4f gap in a blockstring (2H-able). So its role boils down to being a high damaging combo extender that does not use Smash.
On a blocked 2H, canceling into j.236S[2] is the best course of action as it 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 link straight into 2M for 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.
Be extra mindful when zoning with ground 236S as the opponent can dash jump over the beam to punish you, where you won't be able to save yourself by whiff canceling into Vanish like with 5S. And note that while all versions of Kamehameha true string into Vanish, if the opponent reflect the beam, they will auto-Reflect the Vanish and Goku will be horribly punishable at -22.
Z Assists
Assist A
Kamehameha
- Wall splats on hit.
The beam will wash away everything on ground level, letting you approach pretty much risk-free.
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
Flurry Kick
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. Hitbox is lower to the ground than the animation suggests.
Assist C
Dragon Storm
- Teleports to the opponent on ground level. Launches on the second hit.
- On hit, teleports again behind them after the second hit 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. It 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.
But really, this assist is too redundant to use, especially since SS Goku's other strong options are one of the most important factors to adding him to your team.
Super Moves
Super Kamehameha
236L+M (Air OK)
- Both versions can be angled by holding or 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.
In the corner, 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
236H+S (Air OK)
- 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 {42×10}
Goku's most common bar dump as it can combo 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
214L+M or 214H+S
- Stays grounded, teleports to the opponent's position after the super freeze.
- Causes a hard knockdown on hit, positions them at the opposite edge of the screen.
- [] for H+S damage.
- Minimum damage: 1759 [1719].
- +45 on hit.
Goku's only invincible reversal and a proficient combo ender bar dump. Inputting the super with L+M always switches sides, while H+S keeps the same side allowing for continued corner pressure. On midscreen hit, either version Goku can continue pressure with a 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).
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