DBFZ/SS Goku

From Dustloop Wiki
< DBFZ
Revision as of 17:39, 13 March 2023 by Kaiokek (talk | contribs)

Overview

Overview
Goku (Super Saiyan), often referred to as SS Goku or SSJ Goku, is DBFZ's resident shoto Short 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, yet outclassed swiss army knife in a game full of swiss army knives. Very simple to pick up and effective at nearly every level, SS Goku has solid tools for almost every situation. He has great normals, good pressure and comboable beams. If you're new to fighting games and are looking for a beginner-friendly character with plenty of depth to explore, then SS Goku is a good option to consider.
SS Goku


DBFZ SS Goku Portrait.png
Fastest Attacks
Reversals

 SS Goku is a balanced, fundamental character with great damage and solid tools.

Pros
Cons
  • Damage: Goku can convert any hit into high reward, leading to either a knockdown or exceptional damage near the corner.
  • Pressure Extraordinaire: Goku's lights and Ki Blasts have great frame data. His mediums have great range, making them anti-Reflect tools that lead to great damage. 236M is plus and allows him to reset pressure.
  • Support Value: Great assists and utilizes Special Z Change extremely well.
  • Corner Mix-up: Limited to universal mix-up options in the corner.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 4 11 -3
5LL 700 All 9 3 17 -4
5LLL 1000 All U3+ 14 3 21 -5
5L

5L is a basic jab and one of the few moves that keep Goku in place. It's tied with 2L as his fastest grounded buttons, so they're your go-to moves for starting pressure or for challenge/mash (aka abare An attack during the opponent's pressure, intended to interrupt it.).

Due to being safe on block and having plenty of cancel options, 5L is a good spot to apply mix-ups. 5L > Dragon Rush (DR) is a universal tickthrow, 5L > 236MDBFZ SSGoku DragonFlashFist.pngGuardHighStartup26Recovery14+3LAdvantage+2 is a plus on block overhead, and 5L > 2M is true string low.

5L is also cancelable back into itself once by holding 4 and pressing L again. Use 5L > 4LL to extend pressure, as 4LL is cancelable into all the above mix-up options. You can also reset pressure like 5L > 4LL into dash 5L again.


5LL

Goku's most efficient blockstring and combo filler. 5LL is close to a "free" button that should always be used to extend blockstrings or add extra damage to combos. The simplistic input makes confirming a grounded hit a trivial task as you have plenty of time to route into the correct combo.

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, if you get a stray 5L or 5LL hit against an airborne opponent, be ready to jump cancel right away since continuing down the ground string will drop the combo.


5LLL

It's generally a good idea to avoid accidentally mashing to this point. 5LLL has very limited gatling options and will end the blockstring prematurely. On hit, launches and combos into Super Dash (SD), but is also a niche combo tool with limited use.

Has abnormally high blockstun and can true string into Vanish or 236S. On block, 5LLL > SD is not 2H-able in the corner (3f gap), this puts Goku airborne for potential assisted mix-ups with late airdash j.M or land 2M.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 9 6 17 -7

Really fast button with good range and a high hitbox. Goku's ground 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. Strings like 5L > DR or 5L > 236M leave big gaps that can be interrupted, but 5L > delay 5M will counter hit their challenge attempt and lead into high damaging combos. The threat of these frame traps will make the opponent more willing to block, when you can take advantage of their respect to throw out otherwise unsafe strings or more risky mix-ups.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 14 6 18 -8

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.

  • Damage values: Non-Smash / Smash
  • Wall splats on Smash hit. Combos into Super Dash

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×6 All 13 [8] Total 37 [Total 32] -4
As a zoning tool

5S is as a fast, low-commitment screen control button which shoots Level 1 projectiles with Ki Blast property straight forward. It's repeatable up to 6 times by mashing or holding S, so can beat out characters with less amount of repeatable Ki Blasts. On hit, the final Ki Blast launches the opponent and can cause a wall bounce.

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, but shooting less is safer, 2 Ki Blasts per barrage is a good amount to confirm into Vanish or recover in time to block the jump-ins/punish them with 2H.

Holding 4 or 6 will prevent further Ki Blasts from being thrown. While pressuring with 5S, you can hold [S] then press 4 to stop firing. Keeping [S] held down afterward will allow you to easily super jump in neutral.


In a blockstring

This is a good point to end the string 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.

  • Values in [ ] are when used as 5S(2)~5S(6)

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 6 2 10 ±0

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. Similar to 5L, it's cancelable into itself once by pressing 2LL. 2L > delay 2LL, 2LL, dash 2L, 2L > 5L and so on are all extremely potent strings to wear the opponent down and beg them to mash, when you'd counter hit them and melt their health bar.

The fast recovery of this move allows it to to whiff through the startup of most invulnerable attacks and recover in time to block their active frames. In +2 on block situations like after 236M or a close-to-ground Vanish, 2L will be safe against all reversals with startup of 16F or slower.

It's best practice inputting this as 1L, especially when used for mashing out of pressure or staggering with dash 2L. The 1 will keep Goku safe by blocking incoming attacks or when whiffing against reversals.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 9 17 -10

An incredible poke that also acts as a strong punish tool and neutral skip option.

This move is blessed with a low hurtbox, lots of active frames, and an excess of forward momentum. It can low profile a good amount of common attacks like 5L or 5M with the tip of his foot. From there, 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.

However, 2M has a major weakness: It can only cancel into other moves—barring Vanish—within the first 10 frames after making contact. This restriction on its late canceling can make it slightly awkward to use in blockstring, as well as being a common Guard Cancel spot since Goku would be unable to retaliate with 2H.

Lastly, being his only low hitting attack, it's a smidge too slow for effective high/low mix-ups. It's still possible to break guard with 2M, but Goku often needs to work for his openings.

  • Launches on hit

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 14 5 21+7L -17 4-18 Head

The universal anti-air normal and an extremely reliable counter against common air options like jump-ins, SD, Vanish, Z Change, Guard Cancel and so on. Though since its head invulnerability doesn't kick in until frame 4, it can be stuffed if you react a bit too late, and will outright lose to safejumps when used as a reversal. Successfully 2H-ing a Super Dash vs. getting stuffed and eating a full combo can be the difference between winning or losing a match, if you're unsure about your chances at landing a 2H, consider Reflecting the SD as a safer alternative.

Landing a 2H usually nets a rather mediocre punish due to the launch angle limiting combo potential. With resources however, it can lead to devastating combos. In the corner, Goku has one of the highest damaging 2H punish that can delete 70% of the opponent's health bar all by himself with 0 bar start.

Beware that 2H has very long recovery making it lethal on whiff and on block. Goku has very limited cancel options to save himself afterward, with one of the least bad option being 2H > j.236S[2], which has a 3f gap, is -13 on block, but can jail into Vanish.

  • Puts Goku airborne
  • Launches on hit. Smash hit combos into Super Dash

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 13 Total 34 -1

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 another 2S.

Can also be used to snipe airborne opponents and stop their approach. Though the angle is too steep and fails to cover the common air space, and being a Ki Blast, it can be SD'd through.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0

The universal overhead, one of the fundemental mix-up tools along with DR. Puts Goku airborne so it looks like he's jumping up into something like an IAD, but doesn't have head property so it cannot be anti-air'd by 2H or other head invulnerable moves. And despite being telegraphed and reactable in a vacuum, 6M is amazing at opening the opponent up when it's used in conjunction with other mix-up tools. By overloading your options like mixing up between 5L > DR, 5L > 6M, IAD cross-up j.M and so on, the opponent's reaction time will be cut short due to having to look for multiple cues that require different responses. This is known as "Mental Stack".

It is ±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. Characters without 6F options will have to continue to take the pressure or commit to a reversal, so 6M is inherently stronger against these characters.

In a blockstring, 6M will always leave at least a 9F gap, making it very vulnerable against mashing. If you can react to 6M but afraid of being counter hit, you should always Reflect it instead of blocking high.

On hit, the situation is in your favor since it is +3. However it cannot be canceled into anything when not in Sparking, and can only solo extend into a combo if it hits airborne opponents or very meaty against grounded opponents. 6M becomes much stronger when paired with an assist as they can give advantage on block or allow for a combo on hit. In Sparking, it's possible to do 6M > airdash j.M (1f gap on block) which allows you to continue the blockstring or confirm into a combo upon landing. 6M > airdash j.L > j.L is gapless on block, but can't truestring into grounded buttons after landing.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 4 11

Basic punch normal with a high hitbox. Despite its often short range for most of the cast, j.L is a common air-to-air button thanks to the ability to confirm into j.LL on hit, which pushes your character up and toward the opponent.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 4 15 +7 (IAD)

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 standing characters with high pushbox like  Android 16 and  Cell.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 6 21 +11 (IAD)

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.

  • Forces crouching on grounded hit. Knockdown on air hit
  • Smash hit causes a sliding knockdown (SKD). Dynamic hit can wall bounce
  • Values in [ ] are for Dynamic hit

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 12 Total 32+7L

Good neutral tool for sniping grounded opponents and a combo bridge, but beware that if it has quite a lot of landing recovery and is punishable upon landing.

Pauses Goku's air momentum temporarily before throwing the Ki Blast, which can leads to interesting movements. IAD back j.S is a good keep away and pushes Goku further back than a normal backward airdash.

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 11 4 23

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.

  • Pushes Goku forward
  • Launches on hit. Smash hit combos into Super Dash

Special Moves

Dragon Flash Fist

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 1200 High D1 23 4 14+3L -5
236M 1300 High D1 26 4 14+3L +2
236H 1400 High D1 24~32 [20~28] 4 14+3L +2 4-16~24 All [4-12~20 All]
j.236L 1000 High D1 18 4 20
j.236M 1200 High D1 20 4 22
j.236H 1300 High D1 24~32 [20~28] 4 18 +1 4-16~24 All [4-12~20 All]
All Versions' properties

Goku lunges forward and hits overhead. L versions go half screen and cause a sliding knockdown on Smash hit. M versions go almost fullscreen and cause a ground bounce sliding knockdown on Smash hit. H versions teleport to the opponent before attacking, cause a ground bounce sliding knockdown on Smash hit.

Ground versions puts Goku airborne, but do not have Head attribute. Air versions remove any landing recovery upon use.


L Versions

Alternative overheads to 6M. On a grounded 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 Goku's charging forward.

j.S > j.236L is Goku's meterless sliding knockdown that can be done anywhere on screen at low hitstun decay. Useful in combo routes where j.H cannot give SKD like after 5H or for Vanish confirms.


M Versions

Ground version is extremely slow for an overhead, so is instead used to extend pressure due to being plus on block.

Have slight upward tracking when used mid-combo, and 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 possible to do 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 fail 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 in midscreen, instead of opting for a short combo into SKD, you can extend with the ground bounce to build an extra bar and then spend it on Supers.


H Versions

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 invulnerable during the teleport.

Dash jumping over an opponent into j.236H will hit from behind them for a brain melting cross-up. However this can't be done after an airdash, double jump or super jump because Goku will turn around, and j.236H will then hit same side.

  • Appear 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)

Flurry Kick

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 500×2 All 8 3(6)3 11 -2
214M 350×4 All U1+ 13 3{(6)3}×3 21 -39 4-42 Head
214H 270×6 All U1+ 11 2{(6)2}×5 14 -44 4-52 Head
j.214L 500×2 All 7 3(6)3 18
j.214M 300×4 All U1+ 9 3{(6)3}×3 18 4-38 Head
j.214H 270×6 All U1+ 7 2{(6)2}×5 14 4-48 Head
All Versions' properties
  • Ground versions puts Goku airborne, but do not have Head attribute
  • Beside ground 214L, all versions launch on hit and recover while Goku is in the air
  • M and H versions Smash on the last hit

L Versions

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

j.214M is one of Goku's two air OK anti-airs, usable for countering SD while he's airborne. The opponents can often fall out of the move however, and this is a relatively low damage punish outside of the corner.

Have great corner carry and is Goku's main corner combo extenders and enders. Smash hit wall splat and can link into j.236M in midscreen. In the corner, both versions can also link into SD or j.DR for extra utility. As combo enders, they can combo into j.236L+M[2] in the corner, and allow for Special Z Change > j.DR anywhere on screen and even at high hitstun decay.

While Goku 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 punishable.

  • Smash 5MMM wall bounces

H Versions

Amazing corner carry and wall bounce on Smash hit, good for meter dumping in midscreen. A common conversion beside linking straight into SD is landing into dash 2S > 236S[8] > SD > etc.

j.214H is the higher rewarding anti-air, though it shares the same drawback as j.214M with opponents tend to fall out of the move.

Kamehameha

236S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 262×5 [280×5] All 18 25 [21] 21 [17] -16 [-10]
j.236S 262×5 All 18 25 30
  • Level 3 projectile beam that pierces opponents. Can cancel into SD for corner combos.
  • Air versions halt all momentum.
  • Both ground and air version can be angled by holding 2 or 8 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

DBFZ Assist A Icon.png Kamehameha

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×5 All 34 25 63 +30
  • 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

DBFZ Assist B Icon.png Flurry Kick

Damage Guard Smash Startup Active Recovery On-Block Invuln
250, 800 All 20 +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. Hitbox is lower to the ground than the animation suggests.

Assist C

DBFZ Assist C Icon.png Dragon Storm

Damage Guard Smash Startup Active Recovery On-Block Invuln
450×2, 400 All 35 [20] +55
  • 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)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 270×10 [280×10] All UDV 9+4 45 36 -19 9-20 All
j.236L+M 270×10 [260×10] All UDV 9+4 45 45 [42] 9-20 All
  • Both versions can be angled by holding 2 or 8 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: 83×10, Ground aimed up: 86×10, Air aimed down: 78×10.

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)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236H+S 280×10 All UDV 18+4 [8+4] 45 36 -19 18-29 All [8-19 All]
j.236H+S 280×10 {140×10} All UDV 18+4 [8+4] 45 36 -19 18-29 All [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: 86×10 {43×10}

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

Damage Guard Smash Startup Active Recovery On-Block Invuln
4259 [4059] All UDV 9+3~9 6 24 -14 1-17~23 All
  • 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).

Colors

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

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

Navigation

 Goku (Super Saiyan)
To edit frame data, edit values in DBFZ/SS Goku/Data.
Systems Pages
Mechanics
Application & Advanced Information
Archived Information