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Goku (Super Saiyan), often referred to as SS Goku or SSJ 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, yet outclassed Mid or Anchor for any team. Very simple to pick up and effective at nearly every level, SS Goku has a lot of solid tools that will make it so he can never be overlooked. SS Goku has good normals, a solid beam, and good pressure. However, his mix-up is somewhat poor, relying on more orthodox methods of opening up the opponent, as well as being a very replaceable character, since he does what everyone else does, but some characters do some parts better than him. A Jack of All Trades, Master of None.
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.
  • Assist Variety: Goku's assist are great, as A is a general purpose beam and B is two very fast strikes that grant high blockstun.
  • Master of None: Goku's tools are powerful, but quite straightforward and outclassed by specialist characters.
  • High-Low: Goku relies on universal options and fake-outs to open up opponents since he doesn't have a fast low.

Normal Moves


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 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.


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 > etc., 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.

  • 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.


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. A stagger string like 5L > 2L dash 2L has a gap that can be mashed out, but 5L > 2L > delay 5M will 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.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 14 6 18 -8
  • Damage values: Non-Smash / Smash
  • 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.


(Hold OK)

Damage Guard Smash Startup Active Recovery On-Block Invuln
300×6 All 13 [8] Total 37 [Total 32] -4
  • 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
  • Wall bounces

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, 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.


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.

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.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 9 17 -10
  • 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 for effective high/low mix-ups. It's still possible to break guard with 2M, but Goku in general needs to work harder for his openings.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 14 5 21+7L -17 4-18 Head
  • Puts Goku airborne
  • Launches on hit. Smash hit combos into Super Dash

The universal anti-air normal for countering jump-ins, SD, Vanish, Z Change, Guard Cancel and so on. For Goku and many of the cast, 2H is the only head invulnerable attack in their kit, and thus their only reliable counter against common air options like SD. Since its head invulnerability doesn't kick in until frame 4, it can be stuffed if you reacted 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 the match, if you're unsure about your chances at landing a 2H, consider Reflecting the SD as a safer alternative.

Goku's 2H is also risky to throw out since his cancel options on block are either punishable or leave a gap: 2H > j.214L truestrings but is -10, while 2H > j.236S[2] has a 3f gap, is -13, but can jail into Vanish to steal back his turn.

Landing a 2H 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 much more deadly.


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


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 microdash DR, microdash 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 you very vulnerable to mashing. If you can react to 6M, 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 be truestring'd into grounded buttons afterward.


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

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.


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

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.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 6 21
  • 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.


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


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

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 1200 High D1 24 4 14+3L -5
236M 1300 High D1 28 4 14+3L +2
236H 1400 High D1 24~32 [20~28] 4 14+3L -5 8-16~24 [8-12~20] All
j.236L 1000 High D1 20 4 20
j.236M 1200 High D1 22 4 22
j.236H 1300 High D1 24~32 [20~28] 4 18 -4 8-16~24 [8-12~20] All
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 in 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. Plus on block.
  • 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 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 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)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 500×2 All 10 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
  • 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
  • Both aerial and grounded versions are anti-airs.
  • 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. Smash hit can link into j.236M in midscreen, and 2M, SD, or j.DR in the corner. Non-Smash hit is also a great combo ender as it allows for Special Z Change > j.DR anywhere on screen and even at higher hitstun decay.

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.
  • Both aerial and grounded versions are anti-airs.
  • 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.


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


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

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

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 [8-19] All
j.236H+S 280×10 {140×10} 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: 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).


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


Goku (Super Saiyan)
Ambox notice.png To edit frame data, edit values in DBFZ/SS Goku/Data.

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