DBFZ/Goku: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{CharaOverview
|overview= Goku (also referred as Base Goku or Baseku) is a {{keyword|shoto}} and grappler hybrid, in a sense. Although his tools are quite well rounded and easily comparable to [[DBFZ/SS_Goku|his Super Saiyan counterpart]], they're a bit trickier to put to their full potential or otherwise loaded with specific quirks. He also struggles to get as many slide knockdowns as other shoto characters in this game, and his Super Spirit Bomb level 3 cannot be used traditionally. However, Goku can still get the job more than done thanks to his versatility, Back Throw and his damage. Back Throw is a quick command grab giving Goku surprisingly effective and easy {{keyword|tick throw}} as well as a sideswap. As for damage, Goku's Spirit Bomb and advanced combo routes help him chew out characters even without spending any meter, and his Kaioken super gets stronger with each of his allies that are downed. Lastly, his assists are great and make Goku an excellent addition to your team. Ultimately, Goku is easy to learn and hard to master, with a diverse toolkit that needs some labbing and a team to put to its max efficiency.
|overview= Goku (also referred as Base Goku or Baseku) is a {{keyword|shoto}} and grappler hybrid, in a sense. Although his tools are quite well rounded and easily comparable to [[DBFZ/SS_Goku|his Super Saiyan counterpart]], they're a bit trickier to put to their full potential or otherwise loaded with specific quirks. Such as his Super Spirit Bomb level 3 which cannot be used traditionally. However, Goku can still get the job more than done thanks to his versatility, Back Throw and his damage. Back Throw is a quick command grab giving Goku surprisingly effective and easy {{keyword|tick throw}} as well as a sideswap. As for damage, Goku's Spirit Bomb and advanced combo routes help him chew out characters even without spending any meter, and his Kaioken super gets stronger with each of his allies that are downed. Lastly, his assists are great and make Goku an excellent addition to your team. Ultimately, Goku is easy to learn and hard to master, with a diverse toolkit that needs some labbing and a team to put to its max efficiency.
|lore= Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown. After defeating Piccolo Jr. At the 23rd Budokai, Goku would have a son, Son Gohan, and not long after would learn of his true heritage as a Saiyan, a member of a fearsome warrior race. His skills would only grow stronger after sacrificing himself to kill the villainous Saiyan, Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb. Goku would go on to challenge and shock both Nappa and Vegeta, and would then set off to Namek to revive his fallen friends, constantly training to be stronger on the way.
|lore= Son Goku (named directly after the Japanese naming of ''Journey to the West'' protagonist Sun Wukong) is a martial artist of incredible skill and renown. After defeating Piccolo Jr. At the 23rd Budokai, Goku would have a son, Son Gohan, and not long after would learn of his true heritage as a Saiyan, a member of a fearsome warrior race. His skills would only grow stronger after sacrificing himself to kill the villainous Saiyan, Raditz, when he trained under the godly King Kai and learned a variety of new skills, including the strength-enhancing Kaio-ken technique and the devastating Spirit Bomb. Goku would go on to challenge and shock both Nappa and Vegeta, and would then set off to Namek to revive his fallen friends, constantly training to be stronger on the way.
|quote= Low-ranker, elite, whatever. You can beat anyone...it's called hard work!
|quote= Low-ranker, elite, whatever. You can beat anyone...it's called hard work!
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|pros=  
|pros=  
* '''Solid Pressure:''' Has access to many safe normals that incentivize staggers, further aided with [[DBFZ/Goku#Back Throw| Back Throw]].
* '''Solid Pressure:''' Has access to many safe normals that incentivize staggers, further aided with [[DBFZ/Goku#Back Throw| Back Throw]].
* '''Space Control:''' Numerous ki blasts and a beam allow him to control horizontal and vertical space. A charged [[DBFZ/Goku#Spirit Bomb| Spirit Bomb]] tracks and beats most approach options.  
* '''Space Control:''' Numerous ki blasts and a beam allow him to control horizontal and vertical space. A charged [[DBFZ/Goku#Spirit Bomb| Spirit Bomb]] tracks and beats most approaches.  
* '''Extraordinary Super Damage:''' [[DBFZ/Goku#Kaioken| Kaioken X3/X20]] and [[DBFZ/Goku#Super Spirit Bomb| Super Spirit Bomb]] boast the highest raw Super damage in the game.
* '''Extraordinary Super Damage:''' [[DBFZ/Goku#Kaioken| Kaioken X3/X20]] and [[DBFZ/Goku#Super Spirit Bomb| Super Spirit Bomb]] boast the highest raw Super damage in the game.
* '''Assist Variety:''' [[DBFZ/Goku#Assist A|A]] is useful for combo extensions and blockstrings, and [[DBFZ/Goku#Assist B| B]] is very unique in that it builds a large amount of bar while charging a level of [[DBFZ/Goku#Spirit Bomb| Spirit Bomb]].  
* '''Assist Variety:''' [[DBFZ/Goku#Assist A|A]] is useful for combo extensions and blockstrings, and [[DBFZ/Goku#Assist B| B]] is very unique in that it builds a large amount of bar while charging a level of [[DBFZ/Goku#Spirit Bomb| Spirit Bomb]].  
* '''Last Character:''' Resources like Limit Break, late-game meter reserves, and even Sparking! allow Goku's damage with his upgraded Supers to skyrocket.
* '''Last Character:''' Resources like Limit Break, late-game meter reserves, and even Sparking! allow Goku's damage with his upgraded Supers to skyrocket.
|cons=  
|cons=  
* '''Reversal:''' Super Spirit Bomb is Goku's only frame 1 invulnerable attack, but it's too slow to be used to escape pressure.
* '''Diva:''' To bring out the full potential of Base Goku, the team has to be structured around him to fully utilize the massive damage of his Supers.
* '''Diva:''' To bring out the full potential of Base Goku, the team has to be structured around him to fully utilize the massive damage of his Supers.
* '''High/Low:''' His only low is [[DBFZ/Goku#2M| 2M]], making his standard high/low mix-up less than ideal.
* '''High/Low:''' His only low is [[DBFZ/Goku#2M|2M]], making his high/low mix-up less than ideal.
* '''No Frame 1 Reversals:''' His only frame 1 reversal is his [[DBFZ/Goku#Super_Spirit_Bomb|Level 3]], which is slow and easy to react to and avoid.
|difficulty_rating=3
|difficulty_rating=3
}}
}}


==Normal Moves==
==Normal Moves==
===<big>5L</big>===
===<big>{{clr|L|5L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_5L.png |''"Woah woah..."''
DBFZ_Goku_5L.png |
DBFZ_Goku_5LL.png |''"Stop..."''
DBFZ_Goku_5LL.png |
DBFZ_Goku_5LLL.png |'''''"Goku Time!"'''''
DBFZ_Goku_5LLL.png |Not head invul, but an anti-air nonetheless
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=5L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|5L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL")
{{AttackVersion|name=5LL}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|5LL}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=5LLL}}
{{#lst:{{PAGENAME}}/Data|5LLL}}
|}
|}
==== ====
==== ====
;5L
<!--Insert text below the =s and above the 2 /divs-->
;{{clr|L|5L}}
Standard jab shared among all of the Gokus. It has less active frames and more recovery frames than his SS and Blue counterparts, making it overall worse. Though you likely won't notice.
Standard jab shared among all of the Gokus. It has less active frames and more recovery frames than his SS and Blue counterparts, making it overall worse. Though you likely won't notice.
----
----
;5LL
;{{clr|L|5LL}}
* Forward moving rising hitbox
* Forward moving rising hitbox
* High hitstun
* High hitstun
* Launches on hit.
* Launches on hit.
Hits rather high and moves Goku forward, can kinda be mashed in scramble considering 5LLL hits both sides.
Hits rather high and moves Goku forward, can kinda be mashed in scramble considering {{clr|L|5LLL}} hits both sides.
----
----
;5LLL
;{{clr|L|5LLL}}
* Wall bounces on Smash hit.
* Wall bounces on Smash hit.
* Hits both in front and behind Goku.
* Hits both in front and behind Goku.
* True string into 236S and Vanish.
* True string into {{clr|S|236S}} and Vanish.
Really good range and is Goku's most used combo extender. Unlike other characters, Goku's combo routes are mostly grounded, using 5LLL and 5H over his special moves.
Really good range and is Goku's most used combo extender. Unlike other characters, Goku's combo routes are mostly grounded, using {{clr|L|5LLL}} and {{clr|H|5H}} over his special moves.
</div>
</div>
</div>
</div>


===<big>5M</big>===
===<big>{{clr|M|5M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_5M.png |"''Kidney Punch!''"
DBFZ_Goku_5M.png |Stagger pressure extraordinaire
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5M}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Short reach, but very quick.
* Short reach, but very quick.
* Excellent pressure reset point.
* Excellent pressure reset point.
Somewhat small but with quick startup and recovery to compensate. Keeps the opponent standing if they haven't been launched yet, which is helpful for routing into 5H for his more advanced combos.
Somewhat small but with quick startup and recovery to compensate. Keeps the opponent standing if they haven't been launched yet, which is helpful for routing into {{clr|H|5H}} for his more advanced combos.
</div>
</div>
</div>
</div>


===<big>5H</big>===
===<big>{{clr|H|5H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5H}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
* Short reaching 5H.
<!--Insert text below the =s and above the 2 /divs-->
* Short reaching {{clr|H|5H}}.
* Smash hit wall splats.
* Smash hit wall splats.
EZ bake frametrap from 5L, but not that high of reward. Mostly combo and blockstring filler as it can lead to rejumps midscreen and loops in the corner.
EZ bake frametrap from {{clr|L|5L}}, but not that high of reward. Mostly combo and blockstring filler as it can lead to rejumps midscreen and loops in the corner.
</div>
</div>
</div>
</div>


===<big>5S</big>===
===<big>{{clr|S|5S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5S}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Can be repeated up to 6 times.
* Can be repeated up to 6 times.
* Launches on the 6th Ki Blast.
* Launches on the 6th Ki Blast.
Part of what makes Base Goku's neutral so good. Also gatlings into 2S, which can extend Base Goku's Ki Blast pressure a lot farther than most other characters can manage.
Part of what makes Base Goku's neutral so good. Also gatlings into {{clr|S|2S}}, which can extend Base Goku's Ki Blast pressure a lot farther than most other characters can manage.
</div>
</div>
</div>
</div>


===<big>2L</big>===
===<big>{{clr|L|2L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2L}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2L"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* 6-frame mid.
* 6-frame mid.
Like SS Goku, this isn't a low and is merely a stagger button. However, it is a very strong stagger button. Base Goku's 5L and 2L normals are a lot scarier than most other characters thanks to his 214L. Due to how throw invulnerability and blockstun interact, he can technically throw you faster than Z Broly from his L normals.
Like SS Goku, this isn't a low and is merely a stagger button. However, it is a very strong stagger button. Base Goku's {{clr|L|5L}} and {{clr|L|2L}} normals are a lot scarier than most other characters thanks to his {{clr|L|214L}}. Due to how throw invulnerability and blockstun interact, he can technically throw you faster than Z Broly from his L normals.
</div>
</div>
</div>
</div>


===<big>2M</big>===
===<big>{{clr|M|2M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2M}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Launches on hit.
* Launches on hit.
* Range is in between SS and SSB Goku, as fast as SSB but as negative as SS.
* Range is in between SS and SSB Goku, as fast as SSB but as negative as SS.
Pretty minus on block for a 2M, but canceling into 5M or 5S makes this normal go from unsafe to a pressure reset opportunity. Leads to massive damage on hit midscreen and in the corner.
Pretty minus on block for a {{clr|M|2M}}, but canceling into {{clr|M|5M}} or {{clr|S|5S}} makes this normal go from unsafe to a pressure reset opportunity. Leads to massive damage on hit midscreen and in the corner.
</div>
</div>
</div>
</div>


===<big>2H</big>===
===<big>{{clr|H|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_2H.png |Shoryu-still-can't-hit
DBFZ_Goku_2H.png |
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Universal anti-air with poor horizontal reach.
* Universal anti-air with poor horizontal reach.
Pretty much only used as an anti-air. Cancel into 236L to stay safe.
Pretty much only used as an anti-air. Cancel into {{clr|L|236L}} to stay safe.
</div>
</div>
</div>
</div>


===<big>2S</big>===
===<big>{{clr|S|2S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2S}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
* Can be aimed with 1/2/3S.
<!--Insert text below the =s and above the 2 /divs-->
* After this is used twice, regardless of which versions are used, it will transition into 2SSS.
* Can be aimed with 1/2/{{clr|S|3S}}.
Mostly a combo tool as it's Base Goku's only real way to force a sliding knockdown and use his D1 smash. That being said, a single 2S is a good way to drag down an airborne opponent as they slightly track within the range you aim it to. Also gatlings back into 2H if someone SD's through it.
* After this is used twice, regardless of which versions are used, it will transition into {{clr|S|2SSS}}.
Mostly a combo tool, a single {{clr|S|2S}} is a good way to drag down an airborne opponent as they slightly track within the range you aim it to. Also gatlings back into {{clr|H|2H}} if someone SD's through it.
</div>
</div>
</div>
</div>


===<big>2SSS</big>===
===<big>{{clr|S|2SSS}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_2SSS.png |"GEROMINOOOO!"
DBFZ_Goku_2SSS.png |"GEROMINOOOOO!"
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2SSS}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2SSS"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Smash hit causes a ground bounce sliding knockdown
* Smash hit causes a ground bounce sliding knockdown
Can be 2H'd even if 2SS is blocked, limiting it's usage in neutral or blockstrings.
Can be {{clr|H|2H}}'d even if {{clr|S|2SS}} is blocked, limiting it's usage in neutral or blockstrings.
If 2SSS is blocked, you can continue your pressure into one of Goku's special moves.
If {{clr|S|2SSS}} is blocked, you can continue your pressure into one of Goku's special moves.


This is Goku most common combo ender with 5H > 2SSS. It is special cancelable even after landing so Goku can charge 214S for oki, or extend with 236L before Supers, or even able to connect with SD in the corner.
This is Goku most common combo ender with {{clr|H|5H}} > {{clr|S|2SSS}}. It is special cancelable even after landing so Goku can charge {{clr|S|214S}} for oki, or extend with {{clr|L|236L}} before Supers, or even able to connect with SD in the corner.
As well as this, you can catch your enemy's upward tech, post-knockdown to set up a tricky scenario between his special moves, letting you choose between a true string, frame trap, or command grab.
As well as this, you can catch your enemy's upward tech, post-knockdown to set up a tricky scenario between his special moves, letting you choose between a true string, frame trap, or command grab.
</div>
</div>
</div>
</div>


===<big>6M</big>===
===<big>{{clr|M|6M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|6M}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Universal overhead.
* Universal overhead.
</div>
</div>
</div>
</div>


===<big>j.L</big>===
===<big>{{clr|L|j.L}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.L}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.L"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Short range.  
* Short range.  
Mostly used during aerial blockstrings. Has decent reward if used as an air-to-air, but it's best against opponents slightly above you.
Mostly used during aerial blockstrings. Has decent reward if used as an air-to-air, but it's best against opponents slightly above you.
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</div>
</div>


===<big>j.M</big>===
===<big>{{clr|M|j.M}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.M}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Good air to air normal.
* Good air to air normal.
Like the other Gokus, this is also his IAD crossup normal. Harder to confirm into a combo than j.L, but significantly more range.
Like the other Gokus, this is also his IAD crossup normal. Harder to confirm into a combo than {{clr|L|j.L}}, but significantly more range.
</div>
</div>
</div>
</div>


===<big>j.H</big>===
===<big>{{clr|H|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=5LLLLLLL}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and input="j.H"
{{AttackVersion|name=j.H}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.H}}
}}
|}
|}
==== ====
==== ====
* 5LLLLLLL Smash hit can wall bounce.
<!--Insert text below the =s and above the 2 /divs-->
* j.H Smash hit causes sliding knockdown.
* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
* {{clr|H|j.H}} Smash hit causes sliding knockdown.
* Common jump-in normal and combo starter.
* Common jump-in normal and combo starter.
Another normal that solidifies Goku's grounded combo game. 5LLLLLLL hits very low to the ground allowing him to pick up off of the wall bounce in the corner with delay j.S ▷ 5LLL or simply land 2M.
Another normal that solidifies Goku's grounded combo game. {{clr|L|5LLLLLLL}} hits very low to the ground allowing him to pick up off of the wall bounce in the corner with delay {{clr|S|j.S}} {{clr|L|5LLL}} or simply land {{clr|M|2M}}.
</div>
</div>
</div>
</div>


===<big>j.S</big>===
===<big>{{clr|S|j.S}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Halts Goku's momentum when used.
* Halts Goku's momentum when used.
Integral to Base Goku's advanced combos. Also fires at a great angle for controlling space in neutral, but keep in mind that Base Goku does not have great answers to superdash while he's airborne.
Integral to Base Goku's advanced combos. Also fires at a great angle for controlling space in neutral, but keep in mind that Base Goku does not have great answers to superdash while he's airborne.
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</div>
</div>


===<big>j.2H</big>===
===<big>{{clr|H|j.2H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.2H}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Main midscreen combo extender.
* Main midscreen combo extender.
Not really useful for anything other than combo filler. Adds good damage after smash is used thanks to it's jump cancel.
Not really useful for anything other than combo filler. Adds good damage after smash is used thanks to it's jump cancel.
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==Special Moves==
==Special Moves==
===<big>Drop Down Shot</big>===
<span class="input-badge">'''{{clr|M|j.2M}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_2SSS.png |
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|}}
|-
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Smash hit causes a sliding knockdown 
Good tool to use at the end of long combos without needing to use an assist or meter to get an SKD with decent oki when used in the corner.
Tracks the opponent anywhere on screen, but do not use this move in neutral if it's blocked it's a free punish for the opponent.
Startup is 15F when used in a combo, 25F when used close up, and 33F when far away.
</div>
</div>
===<big>Heavy Elbow</big>===
===<big>Heavy Elbow</big>===
<span class="input-badge">'''236L/M/H (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_HeavyElbow.png |I call this one the Recoome Ender.
DBFZ_Goku_HeavyElbow.png |EX Heavy Elbow is every Base Goku player's crutch
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=Ground L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|236L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="236L" or input="236M" or input="236H" or input="j.236L" or input="j.236M" or input="j.236H")
{{AttackVersion|name=Air L}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.236L}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=Ground M}}
{{#lst:{{PAGENAME}}/Data|236M}}
|-
{{AttackVersion|name=Air M}}
{{#lst:{{PAGENAME}}/Data|j.236M}}
|-
{{AttackVersion|name=Ground H}}
{{#lst:{{PAGENAME}}/Data|236H}}
|-
{{AttackVersion|name=Air H}}
{{#lst:{{PAGENAME}}/Data|j.236H}}
|}
|}
==== ====
==== ====
;236L
<!--Insert text below the =s and above the 2 /divs-->
;{{clr|L|236L}}
* Charges straight forward a short distance
* Charges straight forward a short distance
* Medium scaling, excellent TOD starter
* Medium scaling, excellent TOD starter
Safe block string ender and combo filler after 2SSS or mid-combo DR. Some small 6-frame jabs will whiff if used immediately after blocking this, potentially giving a 5M whiff punish. If they contest with something bigger, you'll get smoked.
Safe block string ender and combo filler after {{clr|S|2SSS}} or mid-combo DR. Some small 6-frame jabs will whiff if used immediately after blocking this, potentially giving a {{clr|M|5M}} whiff punish. If they contest with something bigger, you'll get smoked.
----
----
;236M
;{{clr|M|236M}}
* Swings back before lunging forward. Air version will descend during the back swing.
* Swings back before lunging forward. Air version will descend during the back swing.
* Ground version causes a wall splat on Smash hit. Air version causes a wall bounce on Smash hit.
* Ground version causes a wall splat on Smash hit. Air version causes a wall bounce on Smash hit.
Decent frame trap. A bit too slow to be useful for anything else.
Decent frame trap. A bit too slow to be useful for anything else.
----
----
;236H
;{{clr|H|236H}}
* Swings back before lunging forward. Air version will descend during the back swing.
* Swings back before lunging forward. Air version will descend during the back swing.
* Smash hit causes a wall bounce.
* Smash hit causes a wall bounce.
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===<big>Back Throw</big>===
===<big>Back Throw</big>===
<span class="input-badge">'''214L/M/H'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_BackThrow.png |Goku makes a silly face if you miss, just letting you know to not do that.
DBFZ_Goku_BackThrow.png |Goku makes a silly face if you miss, just letting you know to not do that.
DBFZ_Goku_BackThrow2.png |"Ya... ''Yeet!''"
DBFZ_Goku_BackThrow2.png |
</gallery>
</gallery>
</div>
</div>
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{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|214L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="214L" or input="214M" or input="214H")
{{AttackVersion|name=M}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|214M}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=H}}
{{#lst:{{PAGENAME}}/Data|214H}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
;214L
;{{clr|L|214L}}
* Stays mostly in place, throws the opponent behind Goku.
* Stays mostly in place, throws the opponent behind Goku.
* Always causes a corner splat.
* Always causes a corner splat.
20f of startup allows for frame perfect tickthrow from 5L and 2L. This makes Goku a pseudo grappler, though the reward on hit isn't very high unless extended with Vanish.
20f of startup allows for frame perfect tickthrow from {{clr|L|5L}} and {{clr|L|2L}}. This makes Goku a pseudo grappler, though the reward on hit isn't very high unless extended with Vanish.


Also used surprisingly frequently for some combo routes, as Goku can find himself swapping sides with his opponent frequently.
Also used surprisingly frequently for some combo routes, as Goku can find himself swapping sides with his opponent frequently.


Use this grab.
Use this grab instead of the other ones.
----
----
;214M
;{{clr|M|214M}}
* Lunges forward for the grab.
* Lunges forward for the grab.
* UD Smash does a teleporting 2SSS and stays same side, causing a ground bounce SKD. Post D Smash only corner splats like 214L.
* UD Smash does a teleporting {{clr|S|2SSS}} and stays same side, causing a ground bounce SKD. Post D Smash only corner splats like {{clr|L|214L}}.
24f of startup allows for frame perfect tickthrow from M, H, S normals. But you only get a far from corner SKD and not much else, can't cancel into 214S for oki either.
You only get a far from corner SKD and not much else, can't cancel into {{clr|S|214S}} for oki either.


Do not use this grab, unless ending a combo.
Do not use this grab, unless ending a combo.
----
----
;214H
;{{clr|H|214H}}
* Lunges forward, U+ Smash does a teleporting Heavy Elbow that wall bounces. Post U Smash only corner splats like 214L.
* Lunges forward, U+ Smash does a teleporting Heavy Elbow that wall bounces. Post U Smash only corner splats like {{clr|L|214L}}.
Much better reward than 214M, that's about it.
Much better reward than {{clr|M|214M}}, that's about it.
</div>
</div>
</div>
</div>


===<big>Kamehameha</big>===
===<big>Kamehameha</big>===
<span class="input-badge">'''236S (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_Kamehameha.png |''Hawaiian King attack''
DBFZ_Goku_Kamehameha.png |Air beam is a godlike neutral tool
</gallery>
</gallery>
</div>
</div>
Line 449: Line 528:
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=Ground}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|236S}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="j.236S")
{{AttackVersion|name=Air}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.236S}}
|delimiter=\n{{!}}-\n
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Both versions can be angled by holding {{Ni|2}} or {{Ni|8}} after the input.
* Both versions can be angled by holding {{Ni|2}} or {{Ni|8}} after the input.
* Ground and air sideways wall splat on hit.
* Ground and air sideways wall splat on hit.
* Ground aimed up launches on hit. Air aimed down causes a short sliding knockdown.
* Ground aimed up launches on hit. Air aimed down causes a short sliding knockdown.
* Jails into Vanish.
* Jails into Vanish.
Can be used mostly like how SS Goku uses it. With the only difference being j.236S[2].
* The upwards version cancels into SD
Can be used mostly like how SS Goku uses it. With the only difference being {{clr|S|j.236S}}[2].


The SKD from j.236S[2] is too short for Goku to solo combo into Supers. Instead it's used for air combo into grounded Vanish extension or into DHC.
The SKD from {{clr|S|j.236S}}[2] is too short for Goku to solo combo into Supers. Instead it's used for air combo into grounded Vanish extension or into DHC.
</div>
</div>
</div>
</div>


===<big>Everyone, lend me your energy!</big>===
===<big>Everyone, lend me your energy!</big>===
<span class="input-badge">'''214S'''</span>
<span class="input-badge">'''{{clr|S|214S}} at Level 0 or {{clr|S|22S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_Everyone.png |''"De-de-de, de-de-de, de-de-do, I'ma charging my attack!"''
DBFZ_Goku_Everyone.png |Charge for your Limit Break TOD
</gallery>
</gallery>
</div>
</div>
Line 479: Line 560:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|214S}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214S"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Can be held for up to three levels. Each use builds a small amount of meter.
* Can be held for up to three levels. Each use builds a small amount of meter.
 
Charging for one level is relatively safe. Goku can cancel {{clr|S|2SSS}} combo ender into one charge of {{clr|S|214S}} and still have oki.
Charging for one level is relatively safe. Goku can cancel 2SSS combo ender into one charge of 214S and still have oki.
Do not I repeat do not use at the start of a round however tempting it may be.
Do not I repeat do not use at the start of a round however tempting it may be.
After KO-ing the opponent's point character with a ground normal (and not triggering any KO cinematic), you can buffer 214S and get one free charge.
After KO-ing the opponent's point character with a ground normal (and not triggering any KO cinematic), you can buffer {{clr|S|214S}} and get one free charge.
</div>
</div>
</div>
</div>


===<big>Spirit Bomb</big>===
===<big>Spirit Bomb</big>===
<span class="input-badge">'''214S after gathering energy'''</span>
<span class="input-badge">'''{{clr|S|214S}} after gathering energy'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_SpiritBomb.png |''"Better use that thing that always works!"''
DBFZ_Goku_SpiritBomb.png |Tracking projectile that pierces beams, just as annoying as it sounds
</gallery>
</gallery>
</div>
</div>
Line 504: Line 588:
|-
|-
{{AttackVersion|name=Level 1}}
{{AttackVersion|name=Level 1}}
{{#lst:{{PAGENAME}}/Data|214S 214S Level 1}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214S 214S Level 1"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name=Level 2}}
{{AttackVersion|name=Level 2}}
{{#lst:{{PAGENAME}}/Data|214S 214S Level 2}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214S 214S Level 2"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name=Level 3}}
{{AttackVersion|name=Level 3}}
{{#lst:{{PAGENAME}}/Data|214S 214S Level 3}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="214S 214S Level 3"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Homes in on the opponent.
* Homes in on the opponent.
* Has minimum damage of 20%.
* Has minimum damage of 20%.
* Special cancelable on hit. Can combo into Super Dash or linking into 2SSS for SKD (though you'll have manually aim or reposition yourself)
* Special cancelable on hit. Can combo into Super Dash or linking into {{clr|S|2SSS}} for SKD (though you'll have manually aim or reposition yourself)
* Level 3 charge carries high enough to combo into Super Spirit Bomb.
* Level 3 charge carries high enough to combo into Super Spirit Bomb.
Fast, homing, high priority, auto-confirm projectile. Simply having a charge of Spirit Bomb is enough to make the opponent think twice about their approach.
Fast, homing, high priority, auto-confirm projectile. Simply having a charge of Spirit Bomb is enough to make the opponent think twice about their approach.


With a fully charged Spirit Bomb, 2M/5M/raw 5H > 5H > 214S > 214L+M is almost 80% damage and becomes a ToD with Limit Break + Sparking. If you pick Goku as anchor with B assist, this is actually quite practical.
With a fully charged Spirit Bomb, {{clr|M|2M}}/{{clr|M|5M}}/raw {{clr|H|5H}} > {{clr|H|5H}} > {{clr|S|214S}} > {{clr|L|214L}}+{{clr|M|M}} is almost 80% damage and becomes a ToD with Limit Break + Sparking. If you pick Goku as anchor with B assist, this is actually quite practical.
</div>
</div>
</div>
</div>
Line 537: Line 633:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Assist A}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist A"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Causes wallbounce and hits both in front and behind Goku.
* Causes wallbounce and hits both in front and behind Goku.
* Huge hitstun.
* Huge hitstun.
Goku's assist has some use, as while it may be a bit tricky to use as a neutral tool, if it hits (either in a combo or raw) it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful. t can also set up a universal fuzzy with characters who have a strong j.L.
Base Goku's A assist has plenty use. If it hits, either in a combo or raw, it will immediately send the opponent flying and they will wallbounce. This can give a character really quick corner control or a good combo extender, which is always useful. Also very oppressive in neutral thanks to its huge hitboxes surrounding Goku.
</div>
</div>
</div>
</div>
Line 559: Line 659:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Assist B}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist B"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Charges 1 Spirit Bomb level and gives 1 Ki Gauge.
* Charges 1 Spirit Bomb level and gives 1 Ki Gauge.
* If Spirit Bomb is at full charge, gives 1.1 Ki Gauges.
* If Spirit Bomb is at full charge, gives 1.1 Ki Gauges.
Line 571: Line 675:
</div>
</div>
</div>
</div>


===<big>Assist C</big>===
===<big>Assist C</big>===
Line 585: Line 688:
{{FrameDataHeader-DBFZ}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Assist C}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Assist C"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
Goku does a Kamehameha, and then teleports behind the opponent to smack them back to the ground. Most likely harder to confirm than other assists of this style due to how his beam is only one hit.
Goku does a Kamehameha, and then teleports behind the opponent to smack them back to the ground. Most likely harder to confirm than other assists of this style due to how his beam is only one hit.
* Is one of the 5 beam-type C assists that start up on the same frame as the other beams.  
* Is one of the 5 beam-type C assists that start up on the same frame as the other beams.  
Line 596: Line 703:
==Super Moves==
==Super Moves==
===<big>Kaioken</big>===
===<big>Kaioken</big>===
<span class="input-badge">'''236L+M or 236H+S'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_Kaioken.png |"'''''NOW I WANT TOTAL POWER!'''''"
DBFZ_Goku_Kaioken.png |"'''''NOW I WANT TOTAL POWER!'''''"
DBFZ_Goku_KaiokenFinisherLM.png |"''Kaio wha- '''AAAGH!!!'''''"
DBFZ_Goku_KaiokenFinisherHS.png |'''''"KAIOKEN... TIMES TWENTY!"'''''
</gallery>
</gallery>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=Kaioken}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|236LM}}
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="236L+M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
 
<!--Insert text below the =s and above the 2 /divs-->
* Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.
* Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.
* On block or hit, any Kaioken followup can cancel into any other, except itself.
* On block or hit, any Kaioken followup can cancel into any other, except itself.
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to connect after a solo combo, i.e. 5L, 5S, Enders.
* All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to connect after a solo combo, i.e. {{clr|L|5L}}, {{clr|S|5S}}, Enders.
* Enders can be used at any time but cannot be followed up, even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).
* Enders can be used at any time but cannot be followed up, even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).
* On hit, using the same followup more than once will cause it to be "staled," receiving reduced damage (550)
* On hit, using the same followup more than once will cause it to be "staled," receiving reduced damage (550)
Line 623: Line 731:


However, due to all staled moves dealing the same amount of damage, this also means that a string like S L L L... will do more damage, is a lot easier to execute, while still keeping the corner carry ability of S L S L...
However, due to all staled moves dealing the same amount of damage, this also means that a string like S L L L... will do more damage, is a lot easier to execute, while still keeping the corner carry ability of S L S L...
</div>
</div>


===<big>Kaioken Follow-ups</big>===
<span class="input-badge">'''Kaioken > {{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}}/{{clr|S|S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=5L}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|236LM 5L}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="Kaioken 5L" or input="Kaioken 2L" or input="Kaioken 5M" or input="Kaioken 2M" or input="Kaioken 5H" or input="Kaioken 5S" or input="Kaioken 2S")
{{AttackVersion|name=2L}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|236LM 2L}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name=5M}}
{{#lst:{{PAGENAME}}/Data|236LM 5M}}
|-
{{AttackVersion|name=2M}}
{{#lst:{{PAGENAME}}/Data|236LM 2M}}
|-
{{AttackVersion|name=5H}}
{{#lst:{{PAGENAME}}/Data|236LM 5H}}
|-
{{AttackVersion|name=5S}}
{{#lst:{{PAGENAME}}/Data|236LM 5S}}
|-
{{AttackVersion|name=2S}}
{{#lst:{{PAGENAME}}/Data|236LM 2S}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
;All
;All
* Startup: Followups are done 3f before time freeze ends. So Kaioken activation > 5L has startup of: 9 - 3 + 13 = 19f.
* Startup: Followups are done 3f before time freeze ends. So Kaioken activation > {{clr|L|5L}} has startup of: 9 - 3 + 13 = 19f.
* Activating Kaioken and not pressing any button will automatically does 5L, but it's 1f slower than manually pressing 5L (20f).
* Activating Kaioken and not pressing any button will automatically does {{clr|L|5L}}, but it's 1f slower than manually pressing {{clr|L|5L}} (20f).
* Mashing L will alternate between 5L and 2L, mashing M will alternate between 5M and 2M.
* Mashing L will alternate between {{clr|L|5L}} and {{clr|L|2L}}, mashing M will alternate between {{clr|M|5M}} and {{clr|M|2M}}.
----
----
;5L
;{{clr|L|5L}}
* Basic fullscreen lunging strike
* Basic fullscreen lunging strike
* Confirms easily into 2L and 5S
* Confirms easily into {{clr|L|2L}} and {{clr|S|5S}}
----
----
;2L
;{{clr|L|2L}}
* Hits overhead
* Hits overhead
* Won't overshoot the opponent.
* Won't overshoot the opponent.
* Vulnerable to Anti-Airs.
* Vulnerable to Anti-Airs.
* Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.
* Due to sharing the same rolling animation as {{clr|M|5M}}, can be used as some sort of mixup.
----
----
;5M
;{{clr|M|5M}}
* Switches sides if the opponent is less than a fullscreen away.
* Switches sides if the opponent is less than a fullscreen away.
* Has invincibility during the roll.
* Has invincibility during the roll.
----
----
;2M
;{{clr|M|2M}}
* On block, switches sides if the opponent is less than a fullscreen away.
* On block, switches sides if the opponent is less than a fullscreen away.
----
----
;5H
;{{clr|H|5H}}
* On hit, switches sides and wall bounces.
* On hit, switches sides and wall bounces.
* Very long startup but deals the most damage, albeit not by much.
* Very long startup but deals the most damage, albeit not by much.
* Only hit once per string, like other command grabs.
* Only hit once per string, like other command grabs.
Can be solo combo'd into in the corner. Some characters can also DHC immediately into Kaioken 5H.
Can be solo combo'd into in the corner. Some characters can also DHC immediately into Kaioken {{clr|H|5H}}.
----
----
;5S
;{{clr|S|5S}}
* Stands still and shoots a Ki blast forward.
* Stands still and shoots a Ki blast forward.
* Common starter from sliding knockdowns due to the short startup.
* Common starter from sliding knockdowns due to the short startup.
----
----
;2S
;{{clr|S|2S}}
* Similar to 5S, but aims diagonally.
* Similar to {{clr|S|5S}}, but aims diagonally.
* Can only combo into enders.
* Can only combo into enders.
</div>
</div>
===<big>Kaioken Finisher</big>===
<span class="input-badge">'''Kaioken > {{clr|L|L}}+{{clr|M|M}}'''</span> or <span class="input-badge">'''Kaioken > {{clr|H|H}}+{{clr|S|S}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_KaiokenFinisherLM.png |"''Kaio wha- '''AAAGH!!!'''''"
DBFZ_Goku_KaiokenFinisherHS.png |'''''"KAIOKEN... TIMES TWENTY!"'''''
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=Kaioken Finisher|subtitle=L+M}}
{{AttackVersion|name=Kaioken Finisher|subtitle=L+M}}
{{#lst:{{PAGENAME}}/Data|236LM LM}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Kaioken L+M"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name=x3 Kaioken Kamehameha|subtitle=H+S when one team<br>member is down}}
{{AttackVersion|name=x3 Kaioken Kamehameha|subtitle=H+S when one team<br>member is down}}
{{#lst:{{PAGENAME}}/Data|236LM HS Level 1}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Kaioken H+S Level 1"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|-
|-
{{AttackVersion|name=x20 Kaioken Kamehameha|subtitle=H+S when two team<br>members are down}}
{{AttackVersion|name=x20 Kaioken Kamehameha|subtitle=H+S when two team<br>members are down}}
{{#lst:{{PAGENAME}}/Data|236LM HS Level 2}}
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Kaioken H+S Level 2"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
}}
|}
|}


==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
;Kaioken Finisher
;Kaioken Finisher
* Teleports to the opponent and is fully invincible on startup.
* Teleports to the opponent and is fully invincible on startup.
* The second part only come out on hit.
* The second part only come out on hit.
* Both hits can be canceled into Kaioken Kamehameha by pressing L+M or H+S, but only if team members are down. Cancelling after the second hit leads into less damage from Kaioken Kamehameha but fires the beam at ground level, so cancel from the first hit for overall higher damage or from the second hit for easier DHC.
* Both hits can be canceled into Kaioken Kamehameha by pressing {{clr|L|L}}+{{clr|M|M}} or H+{{clr|S|S}}, but only if team members are down. Cancelling after the second hit leads into less damage from Kaioken Kamehameha but fires the beam at ground level, so cancel from the first hit for overall higher damage or from the second hit for easier DHC.
This beats pretty much everything if it's the first move used out of Kaioken, including Vanish if it was buffered during the super freeze. Vanishing ''during'' the teleport will beat it, though.
This beats pretty much everything if it's the first move used out of Kaioken, including Vanish if it was buffered during the super freeze. Vanishing ''during'' the teleport will beat it, though.
----
----
Line 720: Line 852:


===<big>Super Spirit Bomb</big>===
===<big>Super Spirit Bomb</big>===
<span class="input-badge">'''214L+M or 214H+S (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Goku_SuperSpiritBomb.png |Wanna see a magic trick? Imma make your health bar disappear before your very eyes!  
DBFZ_Goku_SuperSpiritBomb.png |My W! It's ready!  
</gallery>
</gallery>
</div>
</div>
Line 731: Line 863:
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ|version=yes}}
|-
|-
{{AttackVersion|name=Ground}}
{{#cargo_query:tables=MoveData_DBFZ
{{#lst:{{PAGENAME}}/Data|214LM}}
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|-
|where=chara="{{SUBPAGENAME}}" and (input="214L+M" or input="j.214L+M")
{{AttackVersion|name=Air}}
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|j.214LM}}
|delimiter=\n{{!}}-\n
}}
|}
|}
==== ====
==== ====
<!--Insert text below the =s and above the 2 /divs-->
* Minimum damage: ~2090.
* Teleports up and backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from him, will teleport out of the corner and throw the bomb back in.
Very high damage, but is more often than not unusable since it's way too slow to combo after a sliding knockdown, easily countered if used as a reversal by just running under him and Super Dashing up, and is not in any way a reliable air counter to Super Dash or raw tag (they'll just fly away instead of homing in on Goku).


* Minimum damage in a combo: ~2090.
The only practical way for Goku to combo into SSB by himself is with a Lv3 charged {{clr|S|214S}}, e.g. anything > Vanish ▷ {{clr|S|214S}} > {{clr|L|214L}}+{{clr|M|M}}. This usually requires Goku to land a couple of combos and use {{clr|S|22S}} on oki since it is the safest time for him to charge up. But even then {{clr|S|214S}} > {{clr|L|214L}}+{{clr|M|M}} is still not a guaranteed combo, as at max hitstun decay, the opponent will tech as soon as {{clr|S|214S}} explodes.
* Teleports up and backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from the corner, will teleport out and throw the bomb back in.
* Bomb disappears if Goku is hit.
Very high damage, but is more often than not unusable since it's way too slow to combo after a sliding knockdown, easily countered if used as a reversal by just running under and Super Dashing up, and is not in any way a reliable air counter to Super Dash or raw tag (they'll just fly away instead of homing in on Goku).
 
Thus this Super is a unique one in that you have to build your team around comboing into it. Some characters can easily DHC from their Lv1 Supers into this like SS Goku, Nappa or Beerus, others will have to get more creative like using attacks with long animation to hold the opponent in place, and some won't be able to combo into it at all.
 
The only realistic way for Goku to combo into SSB by himself is with a Lv3 charged 214S, e.g. anything > Vanish ▷ 214S > 214L+M. But since nobody will just let you charge 214S all the way to level 3, you'll either have to find a combination of assists that lets you charge mid-combo or blockstring, or use his own B assist and charge it while being offscreen.


Note that 214S > 214L+M is NOT a guaranteed combo, as at max hitstun decay, the opponent will tech as soon as 214S explodes.
Thus this Super is unique in that you have to build your team around comboing into it. Some characters can easily DHC from their Lv1 Supers into this like SS Goku, Gotenks or Beerus, others will have to get more creative like using attacks with long animation to hold the opponent in place, and some won't be able to combo into it at all. A team that can reliably DHC into SSB will benefit greatly from the extra damage it offers, so synergies with other characters should be prioritized when putting Goku on your team.  
</div>
</div>
</div>
</div>


==Colors==
{{DBFZColors|Size=120}}
{{clear}}


==External References==
==External References==
==Navigation==
==Navigation==
<center>{{Character Label|DBFZ|Goku|32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-DBFZ}}
{{#lst:DBFZ/Navigation}}

Revision as of 16:51, 19 May 2022

Overview

Template:CharaOverview

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L 400 All 6 3 13 -4
5LL 700 All 7 3 18 -5
5LLL 1000 All U3+ 15 3 26 -4

5L

Standard jab shared among all of the Gokus. It has less active frames and more recovery frames than his SS and Blue counterparts, making it overall worse. Though you likely won't notice.


5LL
  • Forward moving rising hitbox
  • High hitstun
  • Launches on hit.

Hits rather high and moves Goku forward, can kinda be mashed in scramble considering 5LLL hits both sides.


5LLL
  • Wall bounces on Smash hit.
  • Hits both in front and behind Goku.
  • True string into 236S and Vanish.

Really good range and is Goku's most used combo extender. Unlike other characters, Goku's combo routes are mostly grounded, using 5LLL and 5H over his special moves.

5M

5H

5S

2L

2M

2H

2S

2SSS

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
1200 High D1 21 Until Landing 18 -5

  • Smash hit causes a ground bounce sliding knockdown

Can be 2H'd even if 2SS is blocked, limiting it's usage in neutral or blockstrings. If 2SSS is blocked, you can continue your pressure into one of Goku's special moves.

This is Goku most common combo ender with 5H > 2SSS. It is special cancelable even after landing so Goku can charge 214S for oki, or extend with 236L before Supers, or even able to connect with SD in the corner. As well as this, you can catch your enemy's upward tech, post-knockdown to set up a tricky scenario between his special moves, letting you choose between a true string, frame trap, or command grab.

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Drop Down Shot

j.2M

Heavy Elbow

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236L 900 All 10 6 19 -5 (forced)
236M 1100 All U1+ 26 8 20 -5 (forced) 4-11 All
236H 1300 All U1+ 18 10 20 -5 (forced) 4-11 All
j.236L 900 All 10 6 19
j.236M 1100 All U1+ 26 8 20 4-11 All
j.236H 1300 All U1+ 17 10 20 4-11 All

236L
  • Charges straight forward a short distance
  • Medium scaling, excellent TOD starter

Safe block string ender and combo filler after 2SSS or mid-combo DR. Some small 6-frame jabs will whiff if used immediately after blocking this, potentially giving a 5M whiff punish. If they contest with something bigger, you'll get smoked.


236M
  • Swings back before lunging forward. Air version will descend during the back swing.
  • Ground version causes a wall splat on Smash hit. Air version causes a wall bounce on Smash hit.

Decent frame trap. A bit too slow to be useful for anything else.


236H
  • Swings back before lunging forward. Air version will descend during the back swing.
  • Smash hit causes a wall bounce.

Very fast frame 4 reversal that can be solo extended meterlessly on hit. This is as good of a reversal you can get that isn't frame 1 invul, as it's safe on block and very spammable. Can also be used to confirm off of super dash solo.

Back Throw

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214L 700 Throw U2 20 1 25
214M 700, 850 Throw U2, D1 22 8 25
214H 700, 1000 Throw U1+ 20 8 19

214L
  • Stays mostly in place, throws the opponent behind Goku.
  • Always causes a corner splat.

20f of startup allows for frame perfect tickthrow from 5L and 2L. This makes Goku a pseudo grappler, though the reward on hit isn't very high unless extended with Vanish.

Also used surprisingly frequently for some combo routes, as Goku can find himself swapping sides with his opponent frequently.

Use this grab instead of the other ones.


214M
  • Lunges forward for the grab.
  • UD Smash does a teleporting 2SSS and stays same side, causing a ground bounce SKD. Post D Smash only corner splats like 214L.

You only get a far from corner SKD and not much else, can't cancel into 214S for oki either.

Do not use this grab, unless ending a combo.


214H
  • Lunges forward, U+ Smash does a teleporting Heavy Elbow that wall bounces. Post U Smash only corner splats like 214L.

Much better reward than 214M, that's about it.

Kamehameha

236S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
236S 1000 All 18 17 18 -9 (forced)
j.236S 1000 All 18 17 27

  • Both versions can be angled by holding 2 or 8 after the input.
  • Ground and air sideways wall splat on hit.
  • Ground aimed up launches on hit. Air aimed down causes a short sliding knockdown.
  • Jails into Vanish.
  • The upwards version cancels into SD

Can be used mostly like how SS Goku uses it. With the only difference being j.236S[2].

The SKD from j.236S[2] is too short for Goku to solo combo into Supers. Instead it's used for air combo into grounded Vanish extension or into DHC.

Everyone, lend me your energy!

214S at Level 0 or 22S

Spirit Bomb

214S after gathering energy

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Level 1 1000 / 0,50×18,1200 All U3+ 21 33-50 +3
Level 2 1000 / 0,60×24,1200 All U3+ 21 33-50 +3
Level 3 1000 / 0,70×30,1200 All U3+ 21 33-50 +3

  • Homes in on the opponent.
  • Has minimum damage of 20%.
  • Special cancelable on hit. Can combo into Super Dash or linking into 2SSS for SKD (though you'll have manually aim or reposition yourself)
  • Level 3 charge carries high enough to combo into Super Spirit Bomb.

Fast, homing, high priority, auto-confirm projectile. Simply having a charge of Spirit Bomb is enough to make the opponent think twice about their approach.

With a fully charged Spirit Bomb, 2M/5M/raw 5H > 5H > 214S > 214L+M is almost 80% damage and becomes a ToD with Limit Break + Sparking. If you pick Goku as anchor with B assist, this is actually quite practical.

Z Assists

Assist A

Energy Shockwave

Assist B

Everyone, lend me your energy!

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
18 25

  • Charges 1 Spirit Bomb level and gives 1 Ki Gauge.
  • If Spirit Bomb is at full charge, gives 1.1 Ki Gauges.
  • Is not affected by Ki gain penalty.

Goku appears on screen and charges a level of Spirit Bomb. While he's charging, he will also increase your meter by one bar. He can do this assist as many times as he would like, there's no limit based on his current Spirit Bomb level. This assist also increases Goku's actual Spirit Bomb even if he already has one charged up, making getting the full level 3 charge way easier.

While not an attack and thus hinders your team by taking the place of a more traditional assist, the support value it adds makes it a considerable option. Not only does it build large chunks of meter about every 8 seconds, it charges a Spirit Bomb level with each use, making Goku likely have access to a fully charged Spirit Bomb by the time he comes in, especially if he was at Anchor. The assist enables certain playstyles/team compositions who profusely spend meter to thrive, and overall removes meter deficiencies so long it is used every time it's off cooldown. It's very good at what it does, but may leave a hole in your team with the jobs a normal assist fulfills such as with combo extensions, blockstring pressure, and neutral. Evaluate the trade-offs carefully.

Assist C

Kamehameha

Super Moves

Kaioken

236L+M or 236H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
9+0 5-9 All

  • Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.
  • On block or hit, any Kaioken followup can cancel into any other, except itself.
  • All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to connect after a solo combo, i.e. 5L, 5S, Enders.
  • Enders can be used at any time but cannot be followed up, even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).
  • On hit, using the same followup more than once will cause it to be "staled," receiving reduced damage (550)
  • Minimum damage: 18% for all followups including staled, excluding Kame enders.

This means to maximize damage, you want to cycle through all unique followups.

However, due to all staled moves dealing the same amount of damage, this also means that a string like S L L L... will do more damage, is a lot easier to execute, while still keeping the corner carry ability of S L S L...

Kaioken Follow-ups

Kaioken > L/M/H/S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Kaioken 5L 600 All UDV 13 -7
Kaioken 5M 600 All UDV 28 -34 5-23 All
Kaioken 5H 700 Throw UDV 27 1-?? Guard All
Kaioken 5S 650 All UDV 9 -31
Kaioken 2L 600 High UDV 22 -34
Kaioken 2M 600 Low UDV 15 10 -34 [-33]
Kaioken 2S 650 All UDV 9 -34

All
  • Startup: Followups are done 3f before time freeze ends. So Kaioken activation > 5L has startup of: 9 - 3 + 13 = 19f.
  • Activating Kaioken and not pressing any button will automatically does 5L, but it's 1f slower than manually pressing 5L (20f).
  • Mashing L will alternate between 5L and 2L, mashing M will alternate between 5M and 2M.

5L
  • Basic fullscreen lunging strike
  • Confirms easily into 2L and 5S

2L
  • Hits overhead
  • Won't overshoot the opponent.
  • Vulnerable to Anti-Airs.
  • Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.

5M
  • Switches sides if the opponent is less than a fullscreen away.
  • Has invincibility during the roll.

2M
  • On block, switches sides if the opponent is less than a fullscreen away.

5H
  • On hit, switches sides and wall bounces.
  • Very long startup but deals the most damage, albeit not by much.
  • Only hit once per string, like other command grabs.

Can be solo combo'd into in the corner. Some characters can also DHC immediately into Kaioken 5H.


5S
  • Stands still and shoots a Ki blast forward.
  • Common starter from sliding knockdowns due to the short startup.

2S
  • Similar to 5S, but aims diagonally.
  • Can only combo into enders.

Kaioken Finisher

Kaioken > L+M or Kaioken > H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Kaioken Finisher
L+M
600, 1800 All UDV 19 -36 1-22 All
x3 Kaioken Kamehameha
H+S when one team
member is down
250×15 [250×14] All UDV 1+3 Total 9+124 -40 1-11 All
x20 Kaioken Kamehameha
H+S when two team
members are down
250×20 All UDV 1+1 -42 1-9 All

Kaioken Finisher
  • Teleports to the opponent and is fully invincible on startup.
  • The second part only come out on hit.
  • Both hits can be canceled into Kaioken Kamehameha by pressing L+M or H+S, but only if team members are down. Cancelling after the second hit leads into less damage from Kaioken Kamehameha but fires the beam at ground level, so cancel from the first hit for overall higher damage or from the second hit for easier DHC.

This beats pretty much everything if it's the first move used out of Kaioken, including Vanish if it was buffered during the super freeze. Vanishing during the teleport will beat it, though.


x3 Kamehameha
  • Costs 1 bar.
  • Minimum damage: 55*15 [55*14] (27*15).
  • Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Values in [] are on cinematic, Values in () are on cancelling from second hit of Kaioken Finisher.
  • Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.

x20 Kamehameha
  • Costs 1 bar.
  • Minimum damage: 50*20 [30*20].
  • Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward.
  • Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Values in [] are on cancelling from second hit of Kaioken Finisher.
  • Causes a hard knockdown regardless of height.

Super Spirit Bomb

214L+M (Air OK) or 214H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
214L+M 60×N, 5200 All UDV 7+1 -11 1-End All [1-61 All]
j.214L+M 60×N, 5200 All UDV 7+1 -11 1-End All [1-61 All]

  • Minimum damage: ~2090.
  • Teleports up and backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from him, will teleport out of the corner and throw the bomb back in.

Very high damage, but is more often than not unusable since it's way too slow to combo after a sliding knockdown, easily countered if used as a reversal by just running under him and Super Dashing up, and is not in any way a reliable air counter to Super Dash or raw tag (they'll just fly away instead of homing in on Goku).

The only practical way for Goku to combo into SSB by himself is with a Lv3 charged 214S, e.g. anything > Vanish ▷ 214S > 214L+M. This usually requires Goku to land a couple of combos and use 22S on oki since it is the safest time for him to charge up. But even then 214S > 214L+M is still not a guaranteed combo, as at max hitstun decay, the opponent will tech as soon as 214S explodes.

Thus this Super is unique in that you have to build your team around comboing into it. Some characters can easily DHC from their Lv1 Supers into this like SS Goku, Gotenks or Beerus, others will have to get more creative like using attacks with long animation to hold the opponent in place, and some won't be able to combo into it at all. A team that can reliably DHC into SSB will benefit greatly from the extra damage it offers, so synergies with other characters should be prioritized when putting Goku on your team.

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
To edit frame data, edit values in DBFZ/Goku/Data.

DBFZ/Navigation