DBFZ/SS Goku: Difference between revisions

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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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{{clr|1|5L}} is a basic jab, can cancel back into itself or {{clr|1|2L}} once and is the fastest attack in Goku's kit along with {{clr|1|2L}}. You'll want to use this to challenge/mash, or to reset pressure like {{clr|1|4LL}} dash {{clr|1|5L}}.
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{{clr|L|5L}} is a basic jab, can cancel back into itself or {{clr|L|2L}} once and is the fastest attack in Goku's kit along with {{clr|L|2L}}. You'll want to use this to challenge/mash, or to reset pressure like {{clr|L|4LL}} dash {{clr|L|5L}}.


All {{clr|1|5L}} can also cancel into Dragon Rush on block/hit and act as a universal tickthrow. Since all normals can kara cancel their first 4 startup frames into DR, you can also try something like {{clr|1|5L}} > {{clr|1|2L}}~DR, which will visually show Goku crouching for a few frames before DR-ing and throw the opponent off (assuming they're at the level where they can see these frames...)
All {{clr|L|5L}} can also cancel into Dragon Rush on block/hit and act as a universal tickthrow. Since all normals can kara cancel their first 4 startup frames into DR, you can also try something like {{clr|L|5L}} > {{clr|L|2L}}~DR, which will visually show Goku crouching for a few frames before DR-ing and throw the opponent off (assuming they're at the level where they can see these frames...)
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{{clr|1|5LL}} mostly used as combo/blockstring filler. On hit, {{clr|1|5L}} along with {{clr|1|5LL}} and {{clr|2|5M}} are the 3 jump cancelable normals Goku (and most characters) has. While the basic combo structure is something like {{clr|1|5L}} > {{clr|1|5LL}} > {{clr|2|2M}} > {{clr|2|5M}} > jc into airstring, if you get a stray {{clr|1|5L}} or {{clr|1|5LL}} hit against airborne opponent, be ready to jump cancel right away since continuing down the grounded string will drop the combo.
{{clr|L|5LL}} mostly used as combo/blockstring filler. On hit, {{clr|L|5L}} along with {{clr|L|5LL}} and {{clr|M|5M}} are the 3 jump cancelable normals Goku (and most characters) has. While the basic combo structure is something like {{clr|L|5L}} > {{clr|L|5LL}} > {{clr|M|2M}} > {{clr|M|5M}} > jc into airstring, if you get a stray {{clr|L|5L}} or {{clr|L|5LL}} hit against airborne opponent, be ready to jump cancel right away since continuing down the grounded string will drop the combo.
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* Stays grounded.
* Stays grounded.
* Jails into Vanish on its own, or true string into {{clr|4|236S}} and then Vanish.
* Jails into Vanish on its own, or true string into {{clr|S|236S}} and then Vanish.
{{clr|1|5LLL}} ends the blockstring very early and is very niche as a combo filler. While it does have abnormally high blockstun, being one of the very few normals in the game that can jail into Vanish, it's still not worth using for most purposes.
{{clr|L|5LLL}} ends the blockstring very early and is very niche as a combo filler. While it does have abnormally high blockstun, being one of the very few normals in the game that can jail into Vanish, it's still not worth using for most purposes.


On block, {{clr|1|5LLL}} > SD is not {{clr|3|2H}}-able in the corner (3f gap), which puts Goku airborne for potential assisted mix-ups with late airdash high or land low. This is due to the frame data revert on his {{clr|2|2M}}, as it's only 10 frames of startup.
On block, {{clr|L|5LLL}} > SD is not {{clr|H|2H}}-able in the corner (3f gap), which puts Goku airborne for potential assisted mix-ups with late airdash high or land low. This is due to the frame data revert on his {{clr|M|2M}}, as it's only 10 frames of startup.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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Good button with a high hitbox. Though both of Goku's M buttons are punishable on block so beware of ending blockstring with these moves during stagger pressure.
Good button with a high hitbox. Though both of Goku's M buttons are punishable on block so beware of ending blockstring with these moves during stagger pressure.


All attacks in DBFZ are late cancelable, which means you can turn any true blockstring into a frame trap by simply delaying the next attack. This is why your opponent will respect your stagger: while {{clr|1|5L}} > {{clr|1|2L}} dash {{clr|1|5L}} blockstrings have a gigantic gap, there's a risk to mashing back because you can instead do {{clr|1|2L}} > delay {{clr|2|5M}} as a frame trap, and all M buttons are very good combo starters damage wise.
All attacks in DBFZ are late cancelable, which means you can turn any true blockstring into a frame trap by simply delaying the next attack. This is why your opponent will respect your stagger: while {{clr|L|5L}} > {{clr|L|2L}} dash {{clr|L|5L}} blockstrings have a gigantic gap, there's a risk to mashing back because you can instead do {{clr|L|2L}} > delay {{clr|M|5M}} as a frame trap, and all M buttons are very good combo starters damage wise.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* Wall splats on Smash hit. Combos into Super Dash.
* Wall splats on Smash hit. Combos into Super Dash.
* Non-Smash hit can still combo into Super Dash in the corner.
* Non-Smash hit can still combo into Super Dash in the corner.
Massive range and a decent combo starter, but due to its speed and frame advantage {{clr|3|5H}} is usually confined to combo/blockstring filler. Can be used somewhat as a long-range whiff punish, since it can be cancelled into any of Goku's specials on block.  
Massive range and a decent combo starter, but due to its speed and frame advantage {{clr|H|5H}} is usually confined to combo/blockstring filler. Can be used somewhat as a long-range whiff punish, since it can be cancelled into any of Goku's specials on block.  


{{clr|2|2M}} > {{clr|2|5M}} > jc is usually the better combo route with easier confirm, but if you get a {{clr|2|5M}} starter, you can do {{clr|2|5M}} > {{clr|2|2M}} > {{clr|3|5H}} instead. Advanced rejump combos from {{clr|3|5H}} can rival {{clr|2|2M}} > {{clr|2|5M}} air combos in term of damage while also giving higher corner carry as well.
{{clr|M|2M}} > {{clr|M|5M}} > jc is usually the better combo route with easier confirm, but if you get a {{clr|M|5M}} starter, you can do {{clr|M|5M}} > {{clr|M|2M}} > {{clr|H|5H}} instead. Advanced rejump combos from {{clr|H|5H}} can rival {{clr|M|2M}} > {{clr|M|5M}} air combos in term of damage while also giving higher corner carry as well.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* Ki Blast property.
* Ki Blast property.
* Mash or hold S to shoot up to 6 Ki Blasts.
* Mash or hold S to shoot up to 6 Ki Blasts.
* Last Ki blast launches on hit.
* Last Ki blast launches on hit.
Really good button to stagger with as it's safe and push the opponent out a decent amount. Since all Ki Blasts' blockstun can be Guard Canceled with Reflect or SD, {{clr|4|5S}}(1) acts as a very basic blockstring "mini-game": {{clr|4|5S}}(1) {{clr|2|2M}} is a stagger that beats GC Reflect and most {{clr|1|5L}}/{{clr|1|2L}} mashing, loses to GC SD. Mean while, {{clr|4|5S}}(1) > {{clr|3|5H}} is a true blockstring that beats GC SD and loses to GC Reflect. Of course, they can also choose to just block.
Really good button to stagger with as it's safe and push the opponent out a decent amount. Since all Ki Blasts' blockstun can be Guard Canceled with Reflect or SD, {{clr|S|5S}}(1) acts as a very basic blockstring "mini-game": {{clr|S|5S}}(1) {{clr|M|2M}} is a stagger that beats GC Reflect and most {{clr|L|5L}}/{{clr|L|2L}} mashing, loses to GC SD. Mean while, {{clr|S|5S}}(1) > {{clr|H|5H}} is a true blockstring that beats GC SD and loses to GC Reflect. Of course, they can also choose to just block.


In neutral, {{clr|4|5S}} is also a good zoning tool as it's a fast, low-commitment fullscreen control button. It's also repeatable up to 6 times so can beat out characters with less amount of repeatable Ki Blasts.
In neutral, {{clr|S|5S}} is also a good zoning tool as it's a fast, low-commitment fullscreen control button. It's also repeatable up to 6 times so can beat out characters with less amount of repeatable Ki Blasts.


Zoning with {{clr|4|5S}} has 2 simple counterplays: SD or dash jump-in. SD can be beaten very easily if {{clr|4|5S}} made contact with them at all as you'll be able to cancel into {{clr|3|2H}}. Dash jump is a lot more effective since they'll fly over the Ki Blasts altogether, so you always wanna only use 2 Ki Blasts before stopping and starting again for zoning: shooting more is easier to confirm, but shooting less is safer overall, 2 is the perfect amount to confirm into Vanish or recover fast enough to punish with {{clr|3|2H}} or block the jump-in.
Zoning with {{clr|S|5S}} has 2 simple counterplays: SD or dash jump-in. SD can be beaten very easily if {{clr|S|5S}} made contact with them at all as you'll be able to cancel into {{clr|H|2H}}. Dash jump is a lot more effective since they'll fly over the Ki Blasts altogether, so you always wanna only use 2 Ki Blasts before stopping and starting again for zoning: shooting more is easier to confirm, but shooting less is safer overall, 2 is the perfect amount to confirm into Vanish or recover fast enough to punish with {{clr|H|2H}} or block the jump-in.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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One on Goku's key stagger tools, as being -0 on block allows for easy pressure restarts when combined with the threat of his {{clr|M|2M}} (although the button is somewhat limited due to its early gatling in strings). Since it can also be inputted with {{clr|L|1L}}, in situations like mashing out of pressure or staggering with dash {{clr|L|2L}}, Goku will get the button out if the opponent blocks but will block himself if they attack. This is better than {{clr|L|5L}}/{{clr|L|4L}} as you'll be blocking low instead of high, protecting you from characters with low {{clr|L|2L}}.


One on Goku's key stagger tools, as being -0 on block allows for easy pressure restarts when combined with the threat of his {{clr|2|2M}} (although the button is somewhat limited due to its early gatling in strings). Since it can also be inputted with {{clr|1|1L}}, in situations like mashing out of pressure or staggering with dash {{clr|1|2L}}, Goku will get the button out if the opponent blocks but will block himself if they attack. This is better than {{clr|1|5L}}/{{clr|1|4L}} as you'll be blocking low instead of high, protecting you from characters with low {{clr|1|2L}}.
While {{clr|L|2L}} and {{clr|L|5L}} can only be used twice per blockstring, by delaying button presses, you can make it ambiguous whether or not the last {{clr|L|5L}}/{{clr|L|2L}} started new string, creating a seemingly infinite blockstring.
 
While {{clr|1|2L}} and {{clr|1|5L}} can only be used twice per blockstring, by delaying button presses, you can make it ambiguous whether or not the last {{clr|1|5L}}/{{clr|1|2L}} started new string, creating a seemingly infinite blockstring.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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* Launches on hit.
* Launches on hit.
Blessed with massive range, a low hurtbox and an excess of forward momentum, Goku's {{clr|2|2M}} is once again a top-tier normal. Despite being universally unsafe on block, the amount of screen {{clr|2|2M}} covers makes it an easy punish/neutral skip tool from a decent distance and its speed allows it to be true-string'd from Goku's light buttons, giving the character at least a little variety in his blockstrings.  
Blessed with massive range, a low hurtbox and an excess of forward momentum, Goku's {{clr|M|2M}} is once again a top-tier normal. Despite being universally unsafe on block, the amount of screen {{clr|M|2M}} covers makes it an easy punish/neutral skip tool from a decent distance and its speed allows it to be true-string'd from Goku's light buttons, giving the character at least a little variety in his blockstrings.  


For Goku, {{clr|2|2M}} > {{clr|2|5M}} > {{clr|2|j.M}}/{{clr|4|2S}} will always combo so this is what you'll be confirming into most of the time.
For Goku, {{clr|M|2M}} > {{clr|M|5M}} > {{clr|M|j.M}}/{{clr|S|2S}} will always combo so this is what you'll be confirming into most of the time.
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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* Puts Goku airborne.
* Puts Goku airborne.
* Launches on hit. Smash hit combos into Super Dash.
* Launches on hit. Smash hit combos into Super Dash.
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===<big>{{clr|4|2S}}</big>===
===<big>{{clr|S|2S}}</big>===
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* Ki Blast property.
* Ki Blast property.
* Very high hitstun.
* Very high hitstun.
Insane combo filler. It combos straight into SD, can link into super jump {{clr|1|j.L}} or even itself at the right height. {{clr|2|2M}} > {{clr|2|5M}} > {{clr|4|2S}} > SD can be used as an alternate route to {{clr|2|2M}} > {{clr|2|5M}} > jc, this is commonly utilized in Goku's Vanish confirm (post U-Smash) when {{clr|3|j.2H}} can no longer combo into SD.
Insane combo filler. It combos straight into SD, can link into super jump {{clr|L|j.L}} or even itself at the right height. {{clr|M|2M}} > {{clr|M|5M}} > {{clr|S|2S}} > SD can be used as an alternate route to {{clr|M|2M}} > {{clr|M|5M}} > jc, this is commonly utilized in Goku's Vanish confirm (post U-Smash) when {{clr|H|j.2H}} can no longer combo into SD.


{{clr|4|2S}} can also be used in blockstrings, as it is -1 on block and will bait out reflect like {{clr|4|5S}}. Midscreen, it will push the opponent far enough where it will be very difficult for them to contest Goku.
{{clr|S|2S}} can also be used in blockstrings, as it is -1 on block and will bait out reflect like {{clr|S|5S}}. Midscreen, it will push the opponent far enough where it will be very difficult for them to contest Goku.


Can somewhat be used to snipe airborne opponents, but the angle is too steep for screen control and it can be SD'd through.
Can somewhat be used to snipe airborne opponents, but the angle is too steep for screen control and it can be SD'd through.
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===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* Universal overhead. Puts Goku airborne, cannot be canceled into anything when not in Sparking.
* Universal overhead. Puts Goku airborne, cannot be canceled into anything when not in Sparking.
Very telegraphed and can only solo extend into a combo if it hits airborne opponents or very meaty against grounded opponents. In a blockstring, {{clr|2|6M}} will leave at least a 9F gap, making you very vulnerable to mashing. It's also ±0 on block, which means any character with a 6F attack can initiate a clashing sequence afterward, be ready to engage with something like {{clr|1|5L}} > {{clr|1|4LL}} or {{clr|1|5L}} > Reflect.
Very telegraphed and can only solo extend into a combo if it hits airborne opponents or very meaty against grounded opponents. In a blockstring, {{clr|M|6M}} will leave at least a 9F gap, making you very vulnerable to mashing. It's also ±0 on block, which means any character with a 6F attack can initiate a clashing sequence afterward, be ready to engage with something like {{clr|L|5L}} > {{clr|L|4LL}} or {{clr|L|5L}} > Reflect.


A lot more potent when paired with an assist as it can cover for the gap or give advantage on block/allow for a combo on hit. In Sparking, you can do {{clr|2|6M}} > airdash {{clr|2|j.M}} (1f gap on block) which allows you to continue the blockstring or solo confirm with {{clr|1|5L}} on landing. {{clr|2|6M}} > airdash {{clr|1|j.LL}} is gapless on block, but you can't truestring into grounded buttons after landing.
A lot more potent when paired with an assist as it can cover for the gap or give advantage on block/allow for a combo on hit. In Sparking, you can do {{clr|M|6M}} > airdash {{clr|M|j.M}} (1f gap on block) which allows you to continue the blockstring or solo confirm with {{clr|L|5L}} on landing. {{clr|M|6M}} > airdash {{clr|L|j.LL}} is gapless on block, but you can't truestring into grounded buttons after landing.
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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Basic punch normal, nothing outstandingly good or bad. As a combo filler, while ''the'' BnB is {{clr|M|2M}} > {{clr|M|5M}} > jc.MLL2H, at max range, {{clr|M|j.M}} > {{clr|L|j.L}} will whiff against small characters, so it's better to do {{clr|M|2M}} > {{clr|M|5M}} > jc.M2H in that situation instead.


Basic punch normal, nothing outstandingly good or bad. As a combo filler, while ''the'' BnB is {{clr|2|2M}} > {{clr|2|5M}} > jc.MLL2H, at max range, {{clr|2|j.M}} > {{clr|1|j.L}} will whiff against small characters, so it's better to do {{clr|2|2M}} > {{clr|2|5M}} > jc.M2H in that situation instead.
{{clr|L|j.L}} is notably a good air-to-air button or combo filler for most characters despite its often short range thanks to the ability to confirm with {{clr|L|j.LL}} on hit, which pushes your character toward the opponent.
 
{{clr|1|j.L}} is notably a good air-to-air button or combo filler for most characters despite its often short range thanks to the ability to confirm with {{clr|1|j.LL}} on hit, which pushes your character toward the opponent.
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===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
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Great air-to-air thanks to its range. In midscreen blockstrings, IAD delay {{clr|M|j.M}} is Goku's best cross-up option which he can confirm with dash {{clr|L|5L}} on landing.


Great air-to-air thanks to its range. In midscreen blockstrings, IAD delay {{clr|2|j.M}} is Goku's best cross-up option which he can confirm with dash {{clr|1|5L}} on landing.
Inputting forward IAD the common way with 956 covers a lot of distance, making it so that Goku can only attempt cross-ups at a set distance away from the opponent, and sometimes this will also only hit opponents that stand up in reaction to you jumping. You can get around this and performing cross-up {{clr|M|j.M}} even at point blank with 866 or even 766 (this will be easier with dash shortcut enabled, i.e. {{clr|H|79H}}+{{clr|S|S}}).
 
Inputting forward IAD the common way with 956 covers a lot of distance, making it so that Goku can only attempt cross-ups at a set distance away from the opponent, and sometimes this will also only hit opponents that stand up in reaction to you jumping. You can get around this and performing cross-up {{clr|2|j.M}} even at point blank with 866 or even 766 (this will be easier with dash shortcut enabled, i.e. {{clr|3|79H}}+{{clr|4|S}}).


Note that a frame perfect IAD will ''not'' cross over tall, standing characters like Android 16 or Cell.
Note that a frame perfect IAD will ''not'' cross over tall, standing characters like Android 16 or Cell.
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===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
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{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
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|-
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="5LLLLLLL" or input="j.H")
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|format=template|template=AttackData-DBFZ|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
|}
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* {{clr|L|5LLLLLLL}} Dynamic hit can wall bounce.
{{clr|L|5LLLLLLL}} has a slightly different knockdown angle and effect on Smash hit than {{clr|H|j.H}}, but this move is mostly unused. The wallbounce can be used to tag your teammates in and follow up with a combo, but there better alternatives like {{clr|H|5H}}, {{clr|H|j.2H}}, or Vanish.


* {{clr|1|5LLLLLLL}} Smash hit can wall bounce.
This ''is'' however the most consistent source of Dragon Balls and also the only way to summon Shenron. It is possible to mess up mashing L 7 times and get {{clr|H|j.H}} instead, so make sure that there isn't any gap between the automatic SD and {{clr|L|j.L}}.
{{clr|1|5LLLLLLL}} has a slightly different knockdown angle and effect on Smash hit than {{clr|3|j.H}}, but this move is mostly unused. The wallbounce can be used to tag your teammates in and follow up with a combo, but there better alternatives like {{clr|3|5H}}, {{clr|3|j.2H}}, or Vanish.
 
This ''is'' however the most consistent source of Dragon Balls and also the only way to summon Shenron. It is possible to mess up mashing L 7 times and get {{clr|3|j.H}} instead, so make sure that there isn't any gap between the automatic SD and {{clr|1|j.L}}.
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* {{clr|3|j.H}} forces crouching on grounded hit. Causes a sliding knockdown on Smash hit.
* {{clr|H|j.H}} forces crouching on grounded hit. Causes a sliding knockdown on Smash hit.
Downward angle makes this Goku's most common jump-in.
Downward angle makes this Goku's most common jump-in.


Also used as an alternate combo ender to {{clr|4|j.S}} > {{clr|1|j.236L}}. Though since it's faster, doesn't affect Goku's own momentum and is a D+ Type Smash, this is more often used for assisted combos.
Also used as an alternate combo ender to {{clr|S|j.S}} > {{clr|L|j.236L}}. Though since it's faster, doesn't affect Goku's own momentum and is a D+ Type Smash, this is more often used for assisted combos.
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===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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* Ki Blast property.
* Ki Blast property.
* Stalls momentum temporarily.
* Stalls momentum temporarily.
Jump or IAD back {{clr|4|j.S}} is a good keep away and/or to snipe grounded opponent, but beware that if it has quite a lot of landing recovery, aka punishable on landing.
Jump or IAD back {{clr|S|j.S}} is a good keep away and/or to snipe grounded opponent, but beware that if it has quite a lot of landing recovery, aka punishable on landing.


On jump-ins, {{clr|1|j.L}} > {{clr|4|j.S}} is a "Reflect proof" string: if the opponent reflects {{clr|1|j.L}} and try to cancel into a non-invulnerable attacks, they will be stuffed by {{clr|4|j.S}}, this forces them to either go back to blocking or gamble a second reflect. IAD {{clr|2|j.M}} > {{clr|4|j.S}} or {{clr|3|j.H}} > {{clr|4|j.S}} also add some extra damage for the combo on hit while maintaining roughly the same frame advantage on block/hit. On safe jumps, something like {{clr|2|j.M}} {{clr|4|4S}} is an OS that gives {{clr|1|j.L}} > {{clr|4|j.S}} on block/hit or a Reflect on landing if they reversal.
On jump-ins, {{clr|L|j.L}} > {{clr|S|j.S}} is a "Reflect proof" string: if the opponent reflects {{clr|L|j.L}} and try to cancel into a non-invulnerable attacks, they will be stuffed by {{clr|S|j.S}}, this forces them to either go back to blocking or gamble a second reflect. IAD {{clr|M|j.M}} > {{clr|S|j.S}} or {{clr|H|j.H}} > {{clr|S|j.S}} also add some extra damage for the combo on hit while maintaining roughly the same frame advantage on block/hit. On safe jumps, something like {{clr|M|j.M}} {{clr|S|4S}} is an OS that gives {{clr|L|j.L}} > {{clr|S|j.S}} on block/hit or a Reflect on landing if they reversal.


This is also another great combo filler due to its relatively high hitstun, being used in all combos from basic BnBs to advanced Sparking loops.
This is also another great combo filler due to its relatively high hitstun, being used in all combos from basic BnBs to advanced Sparking loops.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* Pushes Goku forward.
* Pushes Goku forward.
* Launches on hit. Smash hit combos into Super Dash.
* Launches on hit. Smash hit combos into Super Dash.
Strictly combo filler. Since it centers the opponent on Smash hit, any combo after {{clr|3|j.2H}} is consistent everytime.
Strictly combo filler. Since it centers the opponent on Smash hit, any combo after {{clr|H|j.2H}} is consistent everytime.
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==Special Moves==
==Special Moves==
===<big>Dragon Flash Fist</big>===
===<big>Dragon Flash Fist</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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* All ground versions don't have Head attribute.
* All ground versions don't have Head attribute.
* Air verions remove any landing recovery.
* Air verions remove any landing recovery.
* On Smash hit, all versions can combo into any Supers.
* On Smash hit, all versions can combo into any Supers.
----
----
* {{clr|1|236L}} does sliding knockdown on Smash hit.
* {{clr|L|236L}} does sliding knockdown on Smash hit.
* Goes half screen.
* Goes half screen.
{{clr|4|j.S}} > {{clr|1|j.236L}} is Goku's anywhere meterless sliding knockdown. It's essentially free damage/meter over {{clr|3|j.H}}, there's not much reason not to end your combo with {{clr|1|j.236L}} beside at high hitstun decay where it'll whiff.
{{clr|S|j.S}} > {{clr|L|j.236L}} is Goku's anywhere meterless sliding knockdown. It's essentially free damage/meter over {{clr|H|j.H}}, there's not much reason not to end your combo with {{clr|L|j.236L}} beside at high hitstun decay where it'll whiff.


Can be done after a jump in as a double overhead of sort, but the reward isn't great, it can whiff over them, and there'll always be a gap as you're charging forward.
Can be done after a jump in as a double overhead of sort, but the reward isn't great, it can whiff over them, and there'll always be a gap as you're charging forward.
----
----
* {{clr|2|236M}} ground bounce sliding knockdown on Smash hit.
* {{clr|M|236M}} ground bounce sliding knockdown on Smash hit.
* Goes almost fullscreen.
* Goes almost fullscreen.
{{clr|2|j.236M}} can be linked from {{clr|2|214M}} and {{clr|2|j.214M}} in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do {{clr|2|j.236M}} ▷ {{clr|1|5L}} or {{clr|1|2L}}, slightly higher up he can do {{clr|1|j.L}} > {{clr|4|j.S}} on the way down, very high up it's {{clr|2|j.M}} > {{clr|4|j.S}}. Note that there's a small "deadzone" where you can't link neither {{clr|1|j.L}} nor {{clr|1|5L}}/{{clr|1|2L}}.
{{clr|M|j.236M}} can be linked from {{clr|M|214M}} and {{clr|M|j.214M}} in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do {{clr|M|j.236M}} ▷ {{clr|L|5L}} or {{clr|L|2L}}, slightly higher up he can do {{clr|L|j.L}} > {{clr|S|j.S}} on the way down, very high up it's {{clr|M|j.M}} > {{clr|S|j.S}}. Note that there's a small "deadzone" where you can't link neither {{clr|L|j.L}} nor {{clr|L|5L}}/{{clr|L|2L}}.


Learning the range and height at which he can extend with {{clr|2|j.236M}} will boost Goku's damage significantly. For example, he can do SD > {{clr|2|j.M}} > {{clr|2|j.214M}} near the corner into {{clr|2|j.236M}} which is way better than simply ending with j.LLS > {{clr|1|j.236L}}, and it doesn't hurt to attempt doing the extension since the opponent will be in sliding knockdown anyway if you miss it.
Learning the range and height at which he can extend with {{clr|M|j.236M}} will boost Goku's damage significantly. For example, he can do SD > {{clr|M|j.M}} > {{clr|M|j.214M}} near the corner into {{clr|M|j.236M}} which is way better than simply ending with j.LLS > {{clr|L|j.236L}}, and it doesn't hurt to attempt doing the extension since the opponent will be in sliding knockdown anyway if you miss it.
----
----
* {{clr|3|236H}} teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.
* {{clr|H|236H}} teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.
* Values in [ ] are when the opponent is in untech time (air hitstun).
* Values in [ ] are when the opponent is in untech time (air hitstun).
* Ground bounce sliding knockdown on Smash hit.
* Ground bounce sliding knockdown on Smash hit.
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.  
While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.  


A lot stronger as a jump in double overhead compares to {{clr|1|j.236L}}, as the animation is more ambiguous, it can't whiff, and on hit you can extend with Vanish. It can be used as a decent Spark bait thanks to being full invul during the teleport.
A lot stronger as a jump in double overhead compares to {{clr|L|j.236L}}, as the animation is more ambiguous, it can't whiff, and on hit you can extend with Vanish. It can be used as a decent Spark bait thanks to being full invul during the teleport.


Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up dash jump into {{clr|3|j.236H}} will hit from their back for a "double" cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around.
Teleport comes from the direction ''Goku's'' facing and not the opponent's. So a cross-up dash jump into {{clr|H|j.236H}} will hit from their back for a "double" cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around.
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===<big>Flurry Kick</big>===
===<big>Flurry Kick</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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* Ground versions don't have Head attribute.
* Ground versions don't have Head attribute.
----
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* Air version launches on hit.
* Air version launches on hit.
{{clr|1|214L}} functions as a safe blockstring ender, turning Goku's punishable M and H buttons into unpunishable, e.g. {{clr|2|2M}} > {{clr|2|5M}} > {{clr|3|5H}} > {{clr|1|214L}}.
{{clr|L|214L}} functions as a safe blockstring ender, turning Goku's punishable M and H buttons into unpunishable, e.g. {{clr|M|2M}} > {{clr|M|5M}} > {{clr|H|5H}} > {{clr|L|214L}}.


{{clr|1|j.214L}} after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a {{clr|1|j.L}} but with a big hitbox on top of pushing him forward.
{{clr|L|j.214L}} after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a {{clr|L|j.L}} but with a big hitbox on top of pushing him forward.
----
----
* Has great corner carry. Launches on hit.
* Has great corner carry. Launches on hit.
* Smash on last hit. Smash hit wall splats, Smash {{clr|2|5MMM}} wall bounces.
* Smash on last hit. Smash hit wall splats, Smash {{clr|M|5MMM}} wall bounces.
* Ground version recovers in the air.
* Ground version recovers in the air.
{{clr|2|214M}} is borderline suicidal to use in neutral. It is mostly used in corner BnBs with Smash hit and linking into {{clr|2|2M}}, {{clr|2|j.236M}} or SD.
{{clr|M|214M}} is borderline suicidal to use in neutral. It is mostly used in corner BnBs with Smash hit and linking into {{clr|M|2M}}, {{clr|M|j.236M}} or SD.
----
----
* Has amazing corner carry. Launches on hit.
* Has amazing corner carry. Launches on hit.
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.
* Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.
* Ground version recovers in the air.
* Ground version recovers in the air.
{{clr|3|214H}} can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it ''really'' leaves you wide open...
{{clr|H|214H}} can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it ''really'' leaves you wide open...
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===<big>Kamehameha</big>===
===<big>Kamehameha</big>===
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
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* 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.
* Values in [ ] are for angled version.
* Values in [ ] are for angled version.
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* Jails into Vanish.
* Jails into Vanish.
* The upwards version cancels into SD  
* The upwards version cancels into SD  
Its ability to be used both on the ground or in the air as well being able to angle both versions gives Goku a commanding presence at long range. Tk.{{clr|4|236S}}[9] is also a very efficient cross-up fake out.
Its ability to be used both on the ground or in the air as well being able to angle both versions gives Goku a commanding presence at long range. Tk.{{clr|S|236S}}[9] is also a very efficient cross-up fake out.


{{clr|3|2H}} (blocked) > {{clr|4|j.236S}}[2] cannot be mashed back, counter {{clr|3|2H}}'d, or jumped out due to it only having a 3f gap. If they try one of those things and get hit in the corner, he can combo straight into {{clr|2|2M}} and do a full combo. Goku's in a safe-ish range after doing this in midscreen, but it's still best to Vanish and take your plus frames.
{{clr|H|2H}} (blocked) > {{clr|S|j.236S}}[2] cannot be mashed back, counter {{clr|H|2H}}'d, or jumped out due to it only having a 3f gap. If they try one of those things and get hit in the corner, he can combo straight into {{clr|M|2M}} and do a full combo. Goku's in a safe-ish range after doing this in midscreen, but it's still best to Vanish and take your plus frames.


Note that the opponent ''can'' hard read the Kamehameha with Reflect, at which point there isn't much you can do if you have no assists to back you up. Definitely ''do not'' panic (or auto-pilot) Vanish and put yourself in the corner if you see the Reflect.
Note that the opponent ''can'' hard read the Kamehameha with Reflect, at which point there isn't much you can do if you have no assists to back you up. Definitely ''do not'' panic (or auto-pilot) Vanish and put yourself in the corner if you see the Reflect.
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* Wall splats on hit.
* Wall splats on hit.
The beam will wash away everything on ground level, letting you approach pretty much risk-free.  
The beam will wash away everything on ground level, letting you approach pretty much risk-free.  
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Extremely fast and boasts high blockstun, a good competition for his A assist. While A assist excels in neutral, B assist is better used for blockstring purposes: covering for mixups, restarting blockstrings, covering for a blocked SD, etc. Hitbox is lower to the ground than the animation suggests.
Extremely fast and boasts high blockstun, a good competition for his A assist. While A assist excels in neutral, B assist is better used for blockstring purposes: covering for mixups, restarting blockstrings, covering for a blocked SD, etc. Hitbox is lower to the ground than the animation suggests.
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* Teleports to the opponent on ground level. Launches on the second hit.
* Teleports to the opponent on ground level. Launches on the second hit.
* On hit, teleports again behind them after the second hit and knocks down into a ground bounce SKD.
* On hit, teleports again behind them after the second hit and knocks down into a ground bounce SKD.
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==Super Moves==
==Super Moves==
===<big>Super Kamehameha</big>===
===<big>Super Kamehameha</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''</span>
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* Both versions can be angled by holding {{Ni|2}} or {{Ni|8}} after the input. Angled Kames at close range will hold them in place until the last hit.
* Both versions can be angled by holding {{Ni|2}} or {{Ni|8}} after the input. Angled Kames at close range will hold them in place until the last hit.
* Values in [ ] are for angled versions.
* Values in [ ] are for angled versions.
* Horizontal and aimed up versions launch on hit. Aimed down version causes a sliding knockdown.
* Horizontal and aimed up versions launch on hit. Aimed down version causes a sliding knockdown.
* Minimum damage: Horizontal: 77*10, Ground aimed up: 81*10, Air aimed down: 75*10.
* Minimum damage: Horizontal: 77*10, Ground aimed up: 81*10, Air aimed down: 75*10.
In the corner, j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. By airdashing after the super has ended into falling {{clr|3|j.H}}, this covers every wakeup options beside delayed wakeup.
In the corner, j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. By airdashing after the super has ended into falling {{clr|H|j.H}}, this covers every wakeup options beside delayed wakeup.


DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique synergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame > AGohan Lv1 (whiff) DR, etc.
DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique synergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame > AGohan Lv1 (whiff) DR, etc.
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===<big>Warp Kamehameha</big>===
===<big>Warp Kamehameha</big>===
<span class="input-badge">'''{{clr|3|236H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}} (Air OK)'''</span>
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* Teleports to the ground and to the opponent's back during the super freeze.
* Teleports to the ground and to the opponent's back during the super freeze.
* Values in [ ] are when the opponent is in hitstun/untech.
* Values in [ ] are when the opponent is in hitstun/untech.
* Minimum damage: 81*10.
* Minimum damage: 81*10.
Goku's most common bar dump as it can combo from almost any Smash or non-Smash {{clr|3|j.H}}/j.236X while also holding the opponent in front of Goku for grounded DHC. Its only real downside is the sideswitch.
Goku's most common bar dump as it can combo from almost any Smash or non-Smash {{clr|H|j.H}}/j.236X while also holding the opponent in front of Goku for grounded DHC. Its only real downside is the sideswitch.


Since it's really fast mid-combo and only tracks the opponent's current position, you almost always wanna delay this Super to make sure they won't fly past Goku, e.g. j.LLS > {{clr|1|j.236L}} > delay {{clr|3|j.236H}}+{{clr|4|S}}.
Since it's really fast mid-combo and only tracks the opponent's current position, you almost always wanna delay this Super to make sure they won't fly past Goku, e.g. j.LLS > {{clr|L|j.236L}} > delay {{clr|H|j.236H}}+{{clr|S|S}}.
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===<big>Meteor Smash</big>===
===<big>Meteor Smash</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}}'''</span>
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DBFZ_SSGoku_MeteorSmash.png |L+{{clr|2|M}} is SS3, H+{{clr|4|S}} simply powers up
DBFZ_SSGoku_MeteorSmash.png |L+{{clr|M|M}} is SS3, H+{{clr|S|S}} simply powers up
DBFZ_SSGoku_MeteorSmash2.png |L+{{clr|2|M}} swaps sides, H+{{clr|4|S}} keeps corner
DBFZ_SSGoku_MeteorSmash2.png |L+{{clr|M|M}} swaps sides, H+{{clr|S|S}} keeps corner
DBFZ_SSGoku_MeteorSmash3.png |Rather average oki either way
DBFZ_SSGoku_MeteorSmash3.png |Rather average oki either way
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* Stays grounded, teleports to the opponent's position after the super freeze.
* Stays grounded, teleports to the opponent's position after the super freeze.
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen.
* Causes a hard knockdown on hit, positions them at the opposite edge of the screen.
* [] for H+{{clr|4|S}} damage.
* [] for {{clr|H|H}}+{{clr|S|S}} damage.
* Minimum damage: 1759 [1719].
* Minimum damage: 1759 [1719].
* +45 on hit.
* +45 on hit.
Goku's only invincible reversal and a proficient combo ender bar dump. Inputting the super with {{clr|1|L}}+{{clr|2|M}} always switches sides, while H+{{clr|4|S}} keeps the same side allowing for continued corner pressure. On midscreen hit, either version Goku can continue pressure with a safejump by buffering dash jump {{clr|2|j.M}}.  
Goku's only invincible reversal and a proficient combo ender bar dump. Inputting the super with {{clr|L|L}}+{{clr|M|M}} always switches sides, while H+{{clr|S|S}} keeps the same side allowing for continued corner pressure. On midscreen hit, either version Goku can continue pressure with a safejump by buffering dash jump {{clr|M|j.M}}.  


Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 or Yamcha Lv1).
Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 or Yamcha Lv1).

Revision as of 23:00, 13 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 4 11 -3
5LL 700 All 9 3 17 -4
5LLL 1000 All U3+ 14 3 21 -5

5L is a basic jab, can cancel back into itself or 2L once and is the fastest attack in Goku's kit along with 2L. You'll want to use this to challenge/mash, or to reset pressure like 4LL dash 5L.

All 5L can also cancel into Dragon Rush on block/hit and act as a universal tickthrow. Since all normals can kara cancel their first 4 startup frames into DR, you can also try something like 5L > 2L~DR, which will visually show Goku crouching for a few frames before DR-ing and throw the opponent off (assuming they're at the level where they can see these frames...)


5LL mostly used as combo/blockstring filler. On hit, 5L along with 5LL and 5M are the 3 jump cancelable normals Goku (and most characters) has. While the basic combo structure is something like 5L > 5LL > 2M > 5M > jc into airstring, if you get a stray 5L or 5LL hit against airborne opponent, be ready to jump cancel right away since continuing down the grounded string will drop the combo.


  • Stays grounded.
  • Jails into Vanish on its own, or true string into 236S and then Vanish.

5LLL ends the blockstring very early and is very niche as a combo filler. While it does have abnormally high blockstun, being one of the very few normals in the game that can jail into Vanish, it's still not worth using for most purposes.

On block, 5LLL > SD is not 2H-able in the corner (3f gap), which puts Goku airborne for potential assisted mix-ups with late airdash high or land low. This is due to the frame data revert on his 2M, as it's only 10 frames of startup.

5M

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.
700 All 9 6 17 -7

Good button with a high hitbox. Though both of Goku's M buttons are punishable on block so beware of ending blockstring with these moves during stagger pressure.

All attacks in DBFZ are late cancelable, which means you can turn any true blockstring into a frame trap by simply delaying the next attack. This is why your opponent will respect your stagger: while 5L > 2L dash 5L blockstrings have a gigantic gap, there's a risk to mashing back because you can instead do 2L > delay 5M as a frame trap, and all M buttons are very good combo starters damage wise.

5H

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.
850 / 1000 All U1 14 6 18 -8

  • Wall splats on Smash hit. Combos into Super Dash.
  • Non-Smash hit can still combo into Super Dash in the corner.

Massive range and a decent combo starter, but due to its speed and frame advantage 5H is usually confined to combo/blockstring filler. Can be used somewhat as a long-range whiff punish, since it can be cancelled into any of Goku's specials on block.

2M > 5M > jc is usually the better combo route with easier confirm, but if you get a 5M starter, you can do 5M > 2M > 5H instead. Advanced rejump combos from 5H can rival 2M > 5M air combos in term of damage while also giving higher corner carry as well.

5S

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.
300×6 All 13 [8] Total 37 [Total 32] -4

  • Ki Blast property.
  • Mash or hold S to shoot up to 6 Ki Blasts.
  • Last Ki blast launches on hit.

Really good button to stagger with as it's safe and push the opponent out a decent amount. Since all Ki Blasts' blockstun can be Guard Canceled with Reflect or SD, 5S(1) acts as a very basic blockstring "mini-game": 5S(1) 2M is a stagger that beats GC Reflect and most 5L/2L mashing, loses to GC SD. Mean while, 5S(1) > 5H is a true blockstring that beats GC SD and loses to GC Reflect. Of course, they can also choose to just block.

In neutral, 5S is also a good zoning tool as it's a fast, low-commitment fullscreen control button. It's also repeatable up to 6 times so can beat out characters with less amount of repeatable Ki Blasts.

Zoning with 5S has 2 simple counterplays: SD or dash jump-in. SD can be beaten very easily if 5S made contact with them at all as you'll be able to cancel into 2H. Dash jump is a lot more effective since they'll fly over the Ki Blasts altogether, so you always wanna only use 2 Ki Blasts before stopping and starting again for zoning: shooting more is easier to confirm, but shooting less is safer overall, 2 is the perfect amount to confirm into Vanish or recover fast enough to punish with 2H or block the jump-in.

2L

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.
400 All 6 2 10 ±0

One on Goku's key stagger tools, as being -0 on block allows for easy pressure restarts when combined with the threat of his 2M (although the button is somewhat limited due to its early gatling in strings). Since it can also be inputted with 1L, in situations like mashing out of pressure or staggering with dash 2L, Goku will get the button out if the opponent blocks but will block himself if they attack. This is better than 5L/4L as you'll be blocking low instead of high, protecting you from characters with low 2L.

While 2L and 5L can only be used twice per blockstring, by delaying button presses, you can make it ambiguous whether or not the last 5L/2L started new string, creating a seemingly infinite blockstring.

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.
700 Low 10 9 17 -10

  • Launches on hit.

Blessed with massive range, a low hurtbox and an excess of forward momentum, Goku's 2M is once again a top-tier normal. Despite being universally unsafe on block, the amount of screen 2M covers makes it an easy punish/neutral skip tool from a decent distance and its speed allows it to be true-string'd from Goku's light buttons, giving the character at least a little variety in his blockstrings.

For Goku, 2M > 5M > j.M/2S will always combo so this is what you'll be confirming into most of the time.

2H

2S

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.
600 All 13 Total 34 -1

  • Ki Blast property.
  • Very high hitstun.

Insane combo filler. It combos straight into SD, can link into super jump j.L or even itself at the right height. 2M > 5M > 2S > SD can be used as an alternate route to 2M > 5M > jc, this is commonly utilized in Goku's Vanish confirm (post U-Smash) when j.2H can no longer combo into SD.

2S can also be used in blockstrings, as it is -1 on block and will bait out reflect like 5S. Midscreen, it will push the opponent far enough where it will be very difficult for them to contest Goku.

Can somewhat be used to snipe airborne opponents, but the angle is too steep for screen control and it can be SD'd through.

6M

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.
850 High 24 6 4+6L ±0

  • Universal overhead. Puts Goku airborne, cannot be canceled into anything when not in Sparking.

Very telegraphed and can only solo extend into a combo if it hits airborne opponents or very meaty against grounded opponents. In a blockstring, 6M will leave at least a 9F gap, making you very vulnerable to mashing. It's also ±0 on block, which means any character with a 6F attack can initiate a clashing sequence afterward, be ready to engage with something like 5L > 4LL or 5L > Reflect.

A lot more potent when paired with an assist as it can cover for the gap or give advantage on block/allow for a combo on hit. In Sparking, you can do 6M > airdash j.M (1f gap on block) which allows you to continue the blockstring or solo confirm with 5L on landing. 6M > airdash j.LL is gapless on block, but you can't truestring into grounded buttons after landing.

j.L

j.M

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.
700 High 10 4 15 +7 (IAD)

Great air-to-air thanks to its range. In midscreen blockstrings, IAD delay j.M is Goku's best cross-up option which he can confirm with dash 5L on landing.

Inputting forward IAD the common way with 956 covers a lot of distance, making it so that Goku can only attempt cross-ups at a set distance away from the opponent, and sometimes this will also only hit opponents that stand up in reaction to you jumping. You can get around this and performing cross-up j.M even at point blank with 866 or even 766 (this will be easier with dash shortcut enabled, i.e. 79H+S).

Note that a frame perfect IAD will not cross over tall, standing characters like Android 16 or Cell.

j.H

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.
850 / 1000 High D1+ [D3+] 13 6 21 +11 (IAD)

  • 5LLLLLLL Dynamic hit can wall bounce.

5LLLLLLL has a slightly different knockdown angle and effect on Smash hit than j.H, but this move is mostly unused. The wallbounce can be used to tag your teammates in and follow up with a combo, but there better alternatives like 5H, j.2H, or Vanish.

This is however the most consistent source of Dragon Balls and also the only way to summon Shenron. It is possible to mess up mashing L 7 times and get j.H instead, so make sure that there isn't any gap between the automatic SD and j.L.


  • j.H forces crouching on grounded hit. Causes a sliding knockdown on Smash hit.

Downward angle makes this Goku's most common jump-in.

Also used as an alternate combo ender to j.S > j.236L. Though since it's faster, doesn't affect Goku's own momentum and is a D+ Type Smash, this is more often used for assisted combos.

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.
600 All 12 Total 32+7L

  • Ki Blast property.
  • Stalls momentum temporarily.

Jump or IAD back j.S is a good keep away and/or to snipe grounded opponent, but beware that if it has quite a lot of landing recovery, aka punishable on landing.

On jump-ins, j.L > j.S is a "Reflect proof" string: if the opponent reflects j.L and try to cancel into a non-invulnerable attacks, they will be stuffed by j.S, this forces them to either go back to blocking or gamble a second reflect. IAD j.M > j.S or j.H > j.S also add some extra damage for the combo on hit while maintaining roughly the same frame advantage on block/hit. On safe jumps, something like j.M 4S is an OS that gives j.L > j.S on block/hit or a Reflect on landing if they reversal.

This is also another great combo filler due to its relatively high hitstun, being used in all combos from basic BnBs to advanced Sparking loops.

j.2H

Special Moves

Dragon Flash Fist

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 1200 High D1 23 4 14+3L -5
236M 1300 High D1 26 4 14+3L +2
236H 1400 High D1 24~32 [20~28] 4 14+3L +2 4-16~24 All [4-12~20 All]
j.236L 1000 High D1 18 4 20
j.236M 1200 High D1 20 4 22
j.236H 1300 High D1 24~32 [20~28] 4 18 +1 4-16~24 All [4-12~20 All]

  • All ground versions don't have Head attribute.
  • Air verions remove any landing recovery.
  • On Smash hit, all versions can combo into any Supers.

  • 236L does sliding knockdown on Smash hit.
  • Goes half screen.

j.S > j.236L is Goku's anywhere meterless sliding knockdown. It's essentially free damage/meter over j.H, there's not much reason not to end your combo with j.236L beside at high hitstun decay where it'll whiff.

Can be done after a jump in as a double overhead of sort, but the reward isn't great, it can whiff over them, and there'll always be a gap as you're charging forward.


  • 236M ground bounce sliding knockdown on Smash hit.
  • Goes almost fullscreen.

j.236M can be linked from 214M and j.214M in the corner, which is also the only way for him to solo extend meterlessly with the ground bounce. Close to the ground, he can do j.236M5L or 2L, slightly higher up he can do j.L > j.S on the way down, very high up it's j.M > j.S. Note that there's a small "deadzone" where you can't link neither j.L nor 5L/2L.

Learning the range and height at which he can extend with j.236M will boost Goku's damage significantly. For example, he can do SD > j.M > j.214M near the corner into j.236M which is way better than simply ending with j.LLS > j.236L, and it doesn't hurt to attempt doing the extension since the opponent will be in sliding knockdown anyway if you miss it.


  • 236H teleports to the opponent, ground version has no vertical tracking, air version tracks everywhere on screen.
  • Values in [ ] are when the opponent is in untech time (air hitstun).
  • Ground bounce sliding knockdown on Smash hit.

While the ground bounce is the same as M version, the fast teleport on startup makes it a lot more flexible to combo into and solo extend.

A lot stronger as a jump in double overhead compares to j.236L, as the animation is more ambiguous, it can't whiff, and on hit you can extend with Vanish. It can be used as a decent Spark bait thanks to being full invul during the teleport.

Teleport comes from the direction Goku's facing and not the opponent's. So a cross-up dash jump into j.236H will hit from their back for a "double" cross-up. Doing it after an airdash, double jump or super jump won't work because Goku will turn around.

Flurry Kick

214L/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.
214L 500×2 All 8 3(6)3 11 -2
214M 350×4 All U1+ 13 3{(6)3}×3 21 -39 4-42 Head
214H 270×6 All U1+ 11 2{(6)2}×5 14 -44 4-52 Head
j.214L 500×2 All 7 3(6)3 18
j.214M 300×4 All U1+ 9 3{(6)3}×3 18 4-38 Head
j.214H 270×6 All U1+ 7 2{(6)2}×5 14 4-48 Head

  • Ground versions don't have Head attribute.

  • Air version launches on hit.

214L functions as a safe blockstring ender, turning Goku's punishable M and H buttons into unpunishable, e.g. 2M > 5M > 5H > 214L.

j.214L after a blocked SD (yours or the opponent's) is a good check to see if they are pressing any button since it has startup of a j.L but with a big hitbox on top of pushing him forward.


  • Has great corner carry. Launches on hit.
  • Smash on last hit. Smash hit wall splats, Smash 5MMM wall bounces.
  • Ground version recovers in the air.

214M is borderline suicidal to use in neutral. It is mostly used in corner BnBs with Smash hit and linking into 2M, j.236M or SD.


  • Has amazing corner carry. Launches on hit.
  • Smash on last hit. Smash hit wall bounces, has massive hitstun that can link into SD anywhere on screen.
  • Ground version recovers in the air.

214H can be used as a pseudo fullscreen "airdash" to traverse around the screen, but it really leaves you wide open...

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 262×5 [280×5] All 18 25 [21] 21 [17] -16 [-10]
j.236S 262×5 All 18 25 30

  • Both versions can be angled by holding 2 or 8 after the input.
  • Values in [ ] are for angled version.
  • Ground and air horizontal Kame wall splat on hit.
  • Ground aimed up and air aimed down launches on hit.
  • Jails into Vanish.
  • The upwards version cancels into SD

Its ability to be used both on the ground or in the air as well being able to angle both versions gives Goku a commanding presence at long range. Tk.236S[9] is also a very efficient cross-up fake out.

2H (blocked) > j.236S[2] cannot be mashed back, counter 2H'd, or jumped out due to it only having a 3f gap. If they try one of those things and get hit in the corner, he can combo straight into 2M and do a full combo. Goku's in a safe-ish range after doing this in midscreen, but it's still best to Vanish and take your plus frames.

Note that the opponent can hard read the Kamehameha with Reflect, at which point there isn't much you can do if you have no assists to back you up. Definitely do not panic (or auto-pilot) Vanish and put yourself in the corner if you see the Reflect.

Z Assists

Assist A

Kamehameha

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.
200×5 All 34 25 63 +30

  • Wall splats on hit.

The beam will wash away everything on ground level, letting you approach pretty much risk-free.

Though since it's very telegraphed, a good player wouldn't just let you run in with a beam assist backing you up, and will instead Reflect or super jump out of the way. It's still a very good assist regardless.

As a combo extension tool, it's rather lacking midscreen, but really good in the corner. It's typically used at the end of combos after bringing the opponent back to the ground, either to continue the combo with its wall splat or into ground DR > combo ender.

Assist B

Flurry Kick

Assist C

Dragon Storm

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.
450×2, 400 All 35 [20] +55

  • Teleports to the opponent on ground level. Launches on the second hit.
  • On hit, teleports again behind them after the second hit and knocks down into a ground bounce SKD.
  • Values in [ ] are when the opponent is in hitstun/untech.

A basic C assist: high blockstun, easy for combo extension, but has slow startup in neutral and blockstring, absurdly long cooldown, and almost doesn't do anything that A and B assists can't. It can enable some unique synergies over the other 2 assists, such as some characters can benefit more from the long animation it does on hit, or they can use the backward hit to pull the opponent out of the corner for setups.

But really, this assist is too redundant to use, especially since SS Goku's other strong options are one of the most important factors to adding him to your team.

Super Moves

Super Kamehameha

236L+M (Air OK)

No results
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.

  • Both versions can be angled by holding 2 or 8 after the input. Angled Kames at close range will hold them in place until the last hit.
  • Values in [ ] are for angled versions.
  • Horizontal and aimed up versions launch on hit. Aimed down version causes a sliding knockdown.
  • Minimum damage: Horizontal: 77*10, Ground aimed up: 81*10, Air aimed down: 75*10.

In the corner, j.236LM[2] can set up safe jumps if Goku isn't too high up and still has his air options. By airdashing after the super has ended into falling j.H, this covers every wakeup options beside delayed wakeup.

DHC-ing into Goku still lets him aim it up for more damage. And he can also aim after DHC-ing out, that plus its "suction" enables some unique synergies like down Kame into Piccolo's fully charged SBC at high up, or down Kame > AGohan Lv1 (whiff) DR, etc.

Warp Kamehameha

236H+S (Air OK)

No results
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.

  • Teleports to the ground and to the opponent's back during the super freeze.
  • Values in [ ] are when the opponent is in hitstun/untech.
  • Minimum damage: 81*10.

Goku's most common bar dump as it can combo from almost any Smash or non-Smash j.H/j.236X while also holding the opponent in front of Goku for grounded DHC. Its only real downside is the sideswitch.

Since it's really fast mid-combo and only tracks the opponent's current position, you almost always wanna delay this Super to make sure they won't fly past Goku, e.g. j.LLS > j.236L > delay j.236H+S.

Meteor Smash

214L+M or 214H+S

No results
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.

  • Stays grounded, teleports to the opponent's position after the super freeze.
  • Causes a hard knockdown on hit, positions them at the opposite edge of the screen.
  • [] for H+S damage.
  • Minimum damage: 1759 [1719].
  • +45 on hit.

Goku's only invincible reversal and a proficient combo ender bar dump. Inputting the super with L+M always switches sides, while H+S keeps the same side allowing for continued corner pressure. On midscreen hit, either version Goku can continue pressure with a safejump by buffering dash jump j.M.

Some characters can DHC into this Super and have it stays same side, either by side switching before the DHC, or by hitting them in a way that turns their backs away from the corner (Tien Lv1+1 or Yamcha Lv1).

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

DBFZ/Navigation