Goku displays a much more flexible style of martial arts, showing off the fantastic fight choreography of the original Dragon Ball and early parts of Dragon Ball Z. He is a worthy anchor to most teams.
Normal Attacks[]
Input
Damage
Guard
Start-Up
Advantage
400
All
—
—
Goku will lean forward into a straight punch.
700
All
—
—
This is a rising knee strike that will launch the foe slightly off the ground,
1000
All
—
—
Goku will stand his ground, firing a shockwave of pressurized air out of each hand. This "Kiai" will hit on both sides, and will cause a wall bounce.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
Goku will reach forward into a powerful hook punch.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
This roundhouse kick will send foes flying away.
Input
Damage
Guard
Start-Up
Advantage
300 [1200]
All
—
—
Goku will fire off a basic energy blast. He can repeat this to fire a volley of up to six.
Input
Damage
Guard
Start-Up
Advantage
400
All
—
—
This is nothing more than a simple crouching jab.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
Goku will drop down to one hand and thrust a foot forward. This attack hits low.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A standard down heavy attack: just a jumping uppercut that launches the opponent. Invulnerable to air-attacks
Input
Damage
Guard
Start-Up
Advantage
600
All
—
—
Goku will flick his hands upwards, sending a set of ki blasts rocketing straight up from the ground. This attack can be aimed by inputting (closer) or (farther).
600
All
—
—
Repeating the input will cause a second blast to be fired. This attack can also be aimed by inputting or .
1000
Stand
—
—
After a third input, Goku will teleport above the foe, legs outstretched, and attempt a drop kick. This attack must be blocked standing. This attack is also performable by inputting down and medium while in the air.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
A jumping double axe handle punch.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A standard jab.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A side kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
A double axe handle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
600
All
—
—
Fires a ki blast downward to the ground.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
An upward kick.
Special Moves[]
Heavy Elbow (ヘビーエルボー)
Lunges forward and strikes with his elbow.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
900
All
—
—
Has quick startup and can be used to end blockstrings safety.
(air OK)
1000
All
—
—
Takes a step back and delivers an elbow strike. Deals more damage and causes a wallbounce on hit. Contains remarkably more startup.
(air OK)
1200
All
—
—
Similar to the variant, but the elbow deals more damage and has less startup. Consumes half a Ki gauge.
Back Throw (バックスロー)
Moves forward to grab the opponent and throws them behind himself.
Input
Damage
Guard
Start-Up
Advantage
700
—
—
—
Stays in place and does the grab.
700
—
—
—
Moves a little bit forward before doing the grab. The throw deals more damage, but the grab contains a little bit more startup lag.
1400
—
—
—
The grab has him move much further ahead and the throw now has Goku follow-up with a falling dropkick that bounces the opponent into the air. Consumes half a Ki gauge.
Kamehameha (かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1000
All
—
—
Fires a Kamehameha wave directly forward. The beam can be aimed by holding /; in which Goku will fire the beam upward on the ground and downward in the air. The beam only hits once and causes a wallbounce if the opponent is near the corner. The beam can still clash with other beams despite hitting only once.
Everyone, lend me your energy! (「オラに元気を分けてくれ!」)
Input
Damage
Guard
Start-Up
Advantage
or
—
—
—
—
Raises both hands in the sky to gather energy. There are three levels of charge, which can be obtained the longer the button is held. The input allows you to charge the spirit bomb without firing it.
Spirit Bomb (元気玉)
Fires the completed Spirit Bomb forward. The projectile will track the opponent and cannot be Super Dashed through.
Input
Damage
Guard
Start-Up
Advantage
after gathering energy (Level 1)
1680
All
—
—
Lifts the opponent a small distance into the air.
after gathering energy (Level 2)
2112
All
—
—
The Spirit Bomb deals more damage and launches the opponent slightly higher in the air.
after gathering energy (Level 3)
2640
All
—
—
The Spirit Bomb deals much more damage and carries the opponent much higher into the air. The height and stun time of the opponent allows Goku to easily follow-up with a Super Spirit Bomb.
Z Assists[]
Input
Damage
Guard
Start-Up
Advantage
Z-Assist A: Energy Shockwave (気合砲)
/
total damage
Physical
—
—
Fires a shockwave simultaneously from both hands that launches the opponent away. Causes a wallbounce on hit.
Z-Assist B: Everyone, lend me your energy! (「オラに元気を分けてくれ!」)
/
—
—
—
—
Raises both hands in the sky to gather energy, increasing Spirit Bomb level by one and increasing the Ki gauge by one as well.
Z-Assist C: Kamehameha (かめはめ波)
/
1080
All
—
—
Fires a Kamehameha wave directly forward. On hit, Goku appears behind the opponent and knocks them down to the ground.
Super Attacks[]
Kaioken (界王拳)
Input
Damage
Guard
Start-Up
Advantage
or
—
—
—
—
Powers up using the Kaioken technique. The amount of follow-up attacks Goku can perform depends on how many allies he has available on his side. Consumes one Ki gauge.
With both allies, Goku can perform three attacks.
With one ally, Goku can perform five attacks.
With no allies, Goku can perform seven attacks.
Note that even after using all of the follow-ups, Goku can still perform a finishing attack.
700
All
—
—
Dashes forward and does a downward hook. This attack causes a groundbounce on hit. This is automatically the first input his no other buttons are held.
700
Stand
—
—
A jumping somersault followed by a downward axe-handle. This attack can also be inputted with .
700
All
—
—
A jumping somersault that crosses up the opponent and then does a charging knee blow. Does not travel behind the opponent when performed from fullscreen.
700
Crouch
—
—
A crouching side kick that moves Goku a considerable distance forward. Can also be inputted with .
900
—
—
—
Pauses for a moment and then charges forward to grab the opponent and throws them behind him if successful. Note that this move can only be used as the first hit of the combo. If used afterwards, the combo will simply end.
800
All
—
—
Fires a Kiai forward that goes fullscreen.
800
All
—
—
Fires a Kiai forward aimed upward.
Kaioken Finisher (界王拳フィニッシュ)
Input
Damage
Guard
Start-Up
Advantage
(during Kaioken)
1300
All
—
—
Appears in front of the opponent, kicks them into the air and then dives down while doing a double-handed punch. Finishing an opponent off with this move will make Goku hold the opponent on the back with one hand and then throw them to the ground.
3x Kaioken Kamehameha (3倍界王拳かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
(during Kaioken /w one ally)
2850
All
—
—
Fires a Kaioken-empowered Kamehameha aimed upwards. Even if the upward kick of Kaioken Finisher is used, Goku can still follow-up with this move. Consumes one Ki gauge.
20x Kaioken Kamehameha (20倍界王拳かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
(during Kaioken /w no allies)
4050
All
—
—
Appears in front of the opponent and fires a Kaioken-empowered Kamehameha directly forward. Much like 3x Kaioken Kamehameha, inputting this move after the kick from Kaioken Finisher will make Goku fire off this move, but this time he tracks the opponent's position in the air. Consumes one Ki gauge.
Meteor Attack[]
Super Spirit Bomb (超元気玉)
Input
Damage
Guard
Start-Up
Advantage
or (air OK)
90 [4200]
All
—
—
Appears in the sky and launches a massive Spirit Bomb downward. The Spirit Bomb carries the opponent to the ground towards the ending explosion. While the Spirit Bomb is extremely powerful, it moves extremely slow to the ground and will leave Goku completely vulnerable until it detonates. Goku will always fire the Super Spirit Bomb from the side of the screen, but if he's standing near a corner, he will move to the other side of the screen and fire the Super Spirit Bomb there. Consumes three Ki gauge.