Super Saiyan Goku is an example of a character who is good at everything. He has some of the best stagger pressure in the game, as well as having high solo damage and having decent zoning potential with his Ki Blasts. SSJ Goku's only real weakness is that he requires a lot of conditioning in order to open people up, but his strong stagger/frametrap game helps him stay in your face and stay threatening. Speaking of staying in the opponent's face, SSJ Goku has the best forced sliding knockdown move in the game with j.236L. It gives you enough time (even midscreen) to jump forward and airdash for one overhead or two. As if it couldn't get any better, he has an incredibly versatile assist in his Kamehameha. All of these traits combined makes SSJ Goku a force to be reckoned with, and the strongest anchor in the game.
Not particularly recommended, as it doesn't utilize his assist, which is one of the best in the game. Since Goku's mix-up capability isn't too great, bolster him with strong assists for block-strings. SSJ Goku has strong enough solo pressure that having assists behind it doesn't make it too much stronger.
A solid position, as it utilizes Goku's assist. Goku's assist can extend corner combos with utmost ease because of its stun & multiple hits, and can extend mid-screen combos from the wall-bounce it causes. This still isn't the placement you'll want him 90% of the time, but it's much better for your team than having him point.
Similarly to his traits as a Mid, this position makes full use of Goku's assist. His all-rounder kit and meter efficiency with double Supers mean he can make good use of Sparking when need be. Without assists to back him up however, he will be reliant on conditioning to open people up.
Goku works well with most characters in the game. He can freely be paired with many different teammates. He works best for characters like Bardock who need an assist to cover them as they work their way in, but he helps everyone in the game combo-wise by allowing them to combo into Dragon Rush.
- 2L > 5L > 5LL > 2M > 5M > 5H...
Safe normals: 2L, 5L, 5LL, 5LLL and 5S.
- 5L > 5LL> 5LLL > 236S > vanish...
- 2L (reflected) > 2M > 5H > 5S (Reflect Proof)
SSJ Goku's blockstrings are remarkably freeform. Most of your pressure will revolve around using 2L, 5L, 5LL, 2M and 5S to either late chain into another move or resetting pressure back into a jab. 214L might be tempting to use in a blockstring, but it ends your pressure as it is incredibly obvious and doesn't jail into vanish. 5LLL has special blockstun meaning it can jail into vanish or 236S. In the corner 5LLL > SD can't be 2H'd. (Can be 2H'd midscreen)
Tips and Tricks
- In Sparking, SSJ Goku's primary mixup is between an IAD Crossup j.M and a fake crossup TK j.236S.
- j.236H can also be used as a fake crossup and it also tracks the opponent so it can be used to punish whiffed beams while fullscreen.
- Practice your staggers and your frametraps, as that is SSJ Goku's main way of getting hits.
- Don't be afraid to throw a 236M into a blockstring every now and again, it catches people sleeping and converts into a combo/knockdown with meter.
- Using 1-2 Ki Blasts against a fullscreen opponent gives you plenty of time to 2H, even if the Ki Blasts whiff.
Fighting SS Goku
- All of SSJ Goku's overheads are reactable and his only low is 2M, making his high/low game relatively weak.
- Most of SSJ Goku's pressure is fake, but take caution as a stray 2M can lead to 6.5K.
- His only reversal is his Level 3, and it only hits in front if it's used after Tien's 236[L+M]. Block it crossup and punish with a 2M.
- You can always take your turn back after 214L.
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- Captain Ginyu[★]
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- Goku (Super Saiyan)[★]
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- Vegeta (Super Saiyan)[★]
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