DBFZ/SSB Goku

From Dustloop Wiki
Jump to navigation Jump to search


Template-Alert.png Notice:The contents of this page are out of date.
This can be due to patches to the game, or developments in the metagame. You can help by updating it.
Clarification: Outdated page and needs coloring on framedata.
Overview

Overview

Goku (SSGSS) or more commonly known as "SSB Goku", "Bluku"/"Blueku", or "Goku Blue" has excellent frame data and a plethora of mix-up options that allow him to overwhelm the opponent in blockstrings. His neutral is very, very strong with a divekick and ki-blast invulnerable lariat. His ki-blasts are also very scary, and has stellar normals, including a ludicrously fast and powerful 2M. His ability to control space is just as crazy as his plethora of options for combos, including a health-bar shredding level 5 off a solid knockdown. All of this makes SSB Goku an unbelievably strong character, but you cannot just pick him up and expect to tear up the opposition; many of his strong neutral options require thought and commitment in use, and he is one of the most technical characters in the game, due to his incredibly strong emphasis on execution. Still, this doesn't take away what his strengths are. Coming in shining bright blue, Goku's god-empowered variant possess a grand prize for mastery. It is not for no reason that he is such a favourable pick among long time players of Dragon Ball FighterZ.
Playstyle
SSB Goku has a similar fighting style to that of his Super Saiyan form, with long reaching normals and good frame data. Goku Blue serves as the more mix-up oriented version to his counterpart. His massive toolbox allows him to layer his mix-up options efficiently and make defending against him stressful.
Pros Cons
  • Strong Neutral Options: Great footsies with his medium normals that have long range and high reward. Has great ki blasts, j.S in particular keeps his air momentum allowing him to approach safely with an IAD, Divine Void Strike which beats ki blasts, Dragon Flash Kick and Instant Transmission, the latter of the 3 being plus on block.
  • Incredible Pressure Game: Has a 2L low and fantastic frame data on his normals which make his staggers incredibly strong. Equipped with arguably the best command grab in the game as it is unreactable while allowing him to combo with Vanish, Assists, Supers and even Sparking. Light Dragon Flash Kick acts as an unreactable same side option when faking crossup and the ex version gives a true 50/50 when backed up by an assist.
  • High Damage / Meter Gain: SSB Goku's corner loops give him extremely high damage and meter gain, solo or assisted.
  • Versatile Combo Routes: Dragon Flash Kick gives Goku meterless sliding knockdowns and high damage vanish extensions. Instant Transmission allows him to side switch or stay same side easily on super dash confirms.
  • Strong Supers: Access to a level 5 and a tracking level 1 that gives him a sliding knockdown.
  • High Commitment Moves: Some of his neutral tools, while good, are very high commitment and need to be timed well.
  • Execution Heavy: He isn't as scary if you can't perform his elbow loops. If you cannot perform them, his damage is rather mediocre.
  • Limited Fullscreen Control: Outside of his grounded ki blasts, he lacks safe ways to pressure an opponent from fullscreen. This makes him a bit more reliant on assists than other characters when playing at that distance.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 4 11 -3
5LL 700 Low 10 3 19 -6
5LLL 1000 High U3+ 26 3 18 -5
5L

Standard jab, and Goku's fastest normal.

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


5LL
  • Launches on hit.

Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches.

The large amount of hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes.

Strong stagger normal after 4LL


5LLL
  • 5LL > 5LLL has a massive gap in between.
  • Combos into SD midsceen or even links to air normals in the corner.

Very slow, highly telegraphed, and the reward isn't so big. Since the threat of 214X exists, the opponent will be more likely to mash and they'll punish 5LLL outright if it's not covered with assists.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 10 3 21 [15] -8 [-2]
  • Holding 4 during startup will reduce forward momentum and recovery.
  • Values in [ ] are for 5M[4] version.

5M has extremely good range, even longer reach than 2M. 5M with dash momentum is very scary.

5M[4] (or simply 4M) is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1 14 6 18 -8
  • Wall splats on Smash hit. Combos into SD.
  • Non-Smash only combos into SD in the corner.
  • Holding 4 after inputting the move lets 5H cover less distance, but also increase knockback on block.

Used for block strings, anti-reflect, and is a great way to go into 214L. Against most of the cast, 5H > delay 214L is a tickthrow and will force people to start holding up after this button which is great for the conditioning gameplan.

5S

(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
350×6 All 13 P{(9)P}×5 24 -4
  • Mash or hold S to shoot all 6 Ki blasts.
  • Last Ki blast launches on hit.

This is his only grounded projectile, making it vital for his neutral game.

You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 13 -4

Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 8 18 -10
  • Great range and very active hitbox.
  • Launches on hit.
  • Holding 4 after inputting the move will cause him to not travel as far
  • Can anti-reflect from 5L, 2L, 4M or 5M.
  • From max range it can be spaced to be -3 on block.

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

Get ready to explode.

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

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 14 3 23+7L -17 4-16 Head
  • Puts Goku airborne.
  • Smash hit has more hitstun and combos into SD.
  • Delayihg your super dash allows a side switch.
  • Holding 4 after inputting the move lets the 2H not move forward as much, making it more consistently hit a superdash right above him. This will also increase knockback on block.

Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully.

Smash hit can also combo into j.236S for a quick sides switch into SKD.

On block, cancel into j.236L to stay safe (-2) or j.214H with an assist for mixups.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L 0
  • Counts as airborne.
  • Uses the same hitboxes and hurtboxes as Goku's j.M as of version 1.28.
  • Tied with Janemba for the biggest 6M in the game.

The massive reach of Goku Blue's 6M allows for plus frame setups via a late connect on block when spaced.

j.L

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

Standard air jab.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 10 4 15

Great air-to-air. IAD j.M is also Goku's best cross-up option. On hit, confirms with 2M or microdash 5L, depending on the height.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 6 21
  • 5LLLLLLL Dynamic hit can wall bounce.
  • j.H Smash hit causes sliding knockdown.

Go-to jump in.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
600 All 13 Total 40+7L
  • Doesn't halt air momentum like most j.S.
  • Doesn't launches airborne opponent like most j.S, instead it pushes them down.

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

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

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 11 4 23
  • Smash hit has more hitstun and combos into SD.

Basic air launcher. Similar to 2H, Smash j.2H can also combo into j.236S.

Special Moves

Divine Void Strike

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 900 All 9 6 23 -5 4-14 Ki Blasts
236M 1200 All U1+ 17 10 23 -5 4-26 Ki Blasts
236H 1400 All U1+ 28~32 10 23 -5 1-37~41 Ki Blasts, 13-25~29 All
j.236L 900 All 9 6 23 4-14 Ki Blasts
j.236M 1000 All U1+ 17 10 23 4-26 Ki Blasts
j.236H 1400 All U1+ 28~32 10 23 -5 1-37~41 Ki Blasts, 13-25 All
All Versions
  • Removes other landing recovery.
  • Deflects Ki blasts from frame 4 (H version from frame 1).

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

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


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

Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of 2H > j.236M, it beats even counter 2H.

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


236H
  • Teleports toward to the other wall, then charges backward.
  • Goes fullscreen. Air version has slight vertical tracking.
  • Wall bounces on Smash hit.
  • Air version on ground block (2H > j.236H + assist) leaves Goku at -5 in the air.
  • 236H is faster at fullscreen.
    • A fullscreen 5S can now confirm to 236H
  • Startup becomes instantaneous when used against a launched opponent.

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

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

Super God Shock Flash

214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 1200 [800] / 1200 Throw [All] D2 17 1[(7)3] [18] [-5]
214M 1200 Throw U1+ → D2 26 1 25
214H 1200 [800] / 1300 Throw [All] U1+ → D2 24 1[(7)3] [18] [-5]
All Versions
  • Smash on the throw.
  • Values in [] is if the throw whiffs.
  • Can only grab grounded or "grounded-by-proximity" opponents.
  • D Smash grab has identical effect to 214L.
  • After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore.

214L
  • Stays in place. If the grab whiffs, does a short ranged punch as followup.
  • On hit, the grab knocks the opponent away into a SKD, while the punch only launches them.

Unreactable command grab that not only gives you SKD oki, but can also be easily converted with assists. While it has very short range, there are a few common ways to land this:

  • Stagger string into dash 214L
  • Stagger string into dash 5L/2L > 214L
  • 2M > delay 214L
  • 5H > delay 214L. Though 214L must be delayed much later on big bodies, and this cannot be done on Z Broly

All of these methods cannot grab an opponent that's holding 4 in midscreen, as they will walk out of the grab.


214M
  • Teleports a short distance forward before the grab.
  • U Smash hit wall bounces.

The initial warp gives this much more range, and can be used at any point in the blockstring even in midscreen.

Though, it's much slower and more telegraphed than 214L, and the lack of a follow-up makes this incredibly unsafe.


214H
  • Has the range of 214M and the safe punch of 214L.
  • U Smash hit wall bounces.

Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than 214M.

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

Dragon Flash Kick

j.214L/M/H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.214L 900 All 13 Until L 20
j.214M 1000 All D1 18 Until L 23
j.214H 900 / 900,400×2 All D1 11 Until L 23
j.214L
  • Reels back a tiny bit before diving 45 degree downward.
  • Advantage ranges from -1 to -6. 2H > j.214L is a true blockstring that leaves Goku at -3 on the ground.

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

Does slightly more damage than j.H and can combo from j.S, making this move slightly more preferable to j.H in assisted and Vanish combos.


j.214M
  • Smash hit causes sliding knockdown.
  • Advantage ranges from -1 to -6. 2H > j.214M has a gap that beats counter 2H, leaves Goku at -3 on the ground.

Goku's anywhere meterless SKD. It's almost always better than j.H as a solo combo ender.


j.214H
  • On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown.
  • On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody for a double sideswitch.
  • Advantage ranges from -3 to -7. 2H > j.214H is a true blockstring that leaves Goku at -1 in the air.

j.S > j.214H is an okay solo combo ender in case you can't use j.214M, but where this move really shines is as a mixup tool covered by assists.

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

Instant Transmission

236S (Air OK) or 214S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 900 All D1 39 4 22 +3 16-20 All
214S 900 All D1 35 4 22 +3 16-20 All
  • Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, 214S goes in front. Uses the direction Goku's facing to determine how he teleports.
  • After teleporting, the move still has some vertical tracking to make sure it connects.
  • Smash hit causes sliding knockdown.

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

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

Z Assists

Assist A

Dragon Flash Kick

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 30 7 40 +29
  • Has fullscreen horizontal tracking.
  • Ground bounce into sliding knockdown on hit.

A screen control assist, fantastic when used in conjunction with ki blasts in neutral. On hit, the ground bounce also enables unique air-to-ground extension unlike most other pop-up assists.

Can also be used right before a low recovery Super like Bardock and AGohan's 236L+M for a SKD they otherwise wouldn't get.

Assist B

Divine Void Strike

Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 20 29
  • Deflects Ki Blasts.
  • Launches on hit.

Basic strike assist. Good for raw Super Dash + assist. His A assist is a bit better due to the groundbounce, but this is still a good assist and can be used if you'd rather have something more barebones and easier to convert off of. It's also a smidge better in neutral situations, though both fulfill about the same roles.

Assist C

Instant Transmission

Damage Guard Smash Startup Active Recovery On-Block Invuln
1080 All 45 35
  • Tracks the opponent anywhere on screen. Bad hitbox that whiffs a lot.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.

If you weren't satisfied with 236S/214S being a bad move in neutral, now you can use this bad assist version of it as well. If you really want a tracking neutral assist, then use A. If you want something to plow through the opponent's options, then use B. The only reason to use this is to match Goku's intelligence with your own.

Super Moves

Extreme Speed Kamehameha

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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 250×10 All UDV 10+4 45 42 -26 10-21 All
j.236L+M 250×10 All UDV 10+4 45 48 10-21 All
  • Done raw, grounded version will have Goku leap towards the opponent, air version stays still.
  • Mid-combo, both version teleports to the opponent instead. Rarely misses if ever. Always shows up from the direction Goku's facing.
  • Last hit causes sliding knockdown.
  • Minimum damage: 75×10 (750).

Similar to SS Goku, he does have safe jump setup from this with j.LL2H > j.236L+M into airdash j.H, but it's not universal.

x10 Kaioken Kamehameha

214L+M or 214H+S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 4220 All UDV 9+3~8 5 29 -18 1-(16~21) Full
214L+M > X 1710 1-16 All
x10 Kaioken Kamehameha
  • Hits fullscreen.
  • There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick.
  • Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659.

Has enough frame advantage in the corner for a superjump IAD float or fastfall high/low 50/50.


Evolved Attack x10 Kaioken Kamehameha > [L/M/H/S] on hit

Only do this if you wanna see the cool animation (or if it kills) because it obliterates your oki otherwise.

Colors

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

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

External References

Navigation

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

System Explanations

Essentials
HUDControlsFAQTraining Mode
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch NotesTier ListsOddities

Mechanics Glossary