DBFZ/SSB Goku

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Overview
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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
5LL
5LLL

Standard jab, and Goku's fastest normal.

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


  • Launches on hit.

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

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

Strong stagger normal after 4LL


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

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

5M

5H

5S

2L

2M

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.

  • Great range and very active hitbox.
  • Launches on hit.
  • Can anti-reflect from 5L, 2L, 4M or 5M.
  • From max range it can be spaced to be -3 on block.

His third low. IAD j.S ▷ 2M has deceptively long range and can fully true string in the corner.

Get ready to explode.

Arguably the best 2M in the game with its combination of fast startup, low profile, massive reach and high reward, making it a force to be reckoned with during neutral and offense. When using it in conjunction with his 4M, it can serve as a great way to space out the opponent and reset pressure.

2H

6M

j.L

j.M

j.H

j.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.

  • Doesn't halt air momentum like most j.S.
  • Doesn't launches airborne opponent like most j.S, instead it pushes them down.

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

Due to maintaining full momentum, IAD j.X > j.S will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD j.M(L)2H > delay j.S would always connect. j.S ▷ 214L coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into 2M punish, but the thought of reflecting j.S at all is a gamble because the Ki blast might not even come out.

j.2H

Special Moves

Divine Void Strike

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.
Ground L
Air L
Ground M
Air M
Ground H
Air H

All Versions
  • Removes other landing recovery.
  • Deflects Ki blasts from frame 4 (H version from frame 1).

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

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


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

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

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


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

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

Not a good idea to use as a reversal as the invul from teleporting comes in too late.

Super God Shock Flash

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.
L
M
H

All Versions
  • Smash on the throw.
  • Values in [] is if the throw whiffs.
  • Can only grab grounded or "grounded-by-proximity" opponents.
  • D Smash grab has identical effect to 214L.
  • After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore.

214L
  • Stays in place. If the grab whiffs, does a short ranged punch as followup.
  • On hit, the grab knocks the opponent away into a SKD, while the punch only launches them.
  • It tick throws from 5H if its delayed.

At 17f of startup, it's the only unreactable command grab in the game that not only gives you SKD oki, but also can be converted with assists. While the range is pretty short, Goku can do microdash 214L or microdash 2L > delay 214L to land it during stagger pressure.


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

The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold 4 and walk out of the grab.

Though, it's almost half the speed of 214L and the lack of a follow-up makes it incredibly unsafe.


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

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

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

Dragon Flash Kick

j.214L/M/H

Version Damage 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.
L
M
H

j.214L
  • Reels back a tiny bit before diving 45 degree downward.
  • Advantage ranges from -1 to -6. 2H > j.214L is a true blockstring that leaves Goku at -3 on the ground.

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

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


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

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


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

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

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

Instant Transmission

236S or 214S (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
or j.236S
214S
or j.214S

  • Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, 214S goes in front. Uses the direction Goku's facing to determine how he teleports.
  • After teleporting, the move still has some vertical tracking to make sure it connects.
  • Smash hit causes sliding knockdown.

High risk, decent reward neutral check if used on reaction to certain moves. It's easily 2H-able if the opponent is ready, but you get some oki if it hits. Useful for side-switching off of 2H as well. You can combo off of this if it hits them against the corner, but you won't be able to get sliding knockdown easily.

Z Assists

Assist A

Dragon Flash Kick

Assist B

Divine Void Strike

Assist C

Instant Transmission

Super Moves

Extreme Speed Kamehameha

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

x10 Kaioken Kamehameha

214L+M or 214H+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.
x10 Kaioken Kamehameha
Evolved Attack
Hold L/M/H/S on hit

  • Hits fullscreen.
  • There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick.
  • Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659.

Has enough frame advantage in the corner for a superjump IAD float or fastfall high/low 50/50. Only do the 2 bar extension if you wanna see the cool animation (or if it kills) because it obliterates your oki otherwise.

External References

Navigation

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

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