A shin kick that hits low and knocks the opponent up.
1000
Stand
—
—
A rotating overhead axe-kick that ground-bounces the opponent into the air.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
A backhand swing punch.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A lunging side kick.
Input
Damage
Guard
Start-Up
Advantage
300 [1200]
All
—
—
Fires a ki blast forward. Can be repeated up to six times.
Input
Damage
Guard
Start-Up
Advantage
400
Crouch
—
—
A downward jab while crouching.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
A crouching side kick.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A leaping uppercut that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
Jumps forward and does a double-axe handle punch.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A midair jab straight forward.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A midair side kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
A double-axe handle swing.
Input
Damage
Guard
Start-Up
Advantage
(in air)
600
All
—
—
Fires a midair ki blast aimed downward. Unlike most other midair ki blasts, this move does not stall Goku's midair movement.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
A midair upward kick.
Special Moves[]
Divine Void Strike (神空撃)
Performs a charging elbow strike. The dash repels any incoming projectiles.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
900
All
—
—
Travels nearly half screen.
(air OK)
1000
All
—
—
Travels slightly farther and deals more damage, although the attack does have a slightly longer startup.
(air OK)
1100
All
—
—
Appears behind the opponent and attacks. Deals more damage along with causing a wallbounce on Smash hit. This move does not track the opponent if they're airborne. Consumes half a Ki gauge.
Super God Shock Flash (超神閃撃)
Performs a two-part attack where he first extends both index and middle fingers outward, and then warps forward and does a gut punch. The first stage is a grab while the second stage is an attack.
Input
Damage
Guard
Start-Up
Advantage
500 [1000]
All [—]
—
—
Stays in place and does the atatck. If the grab whiffs, he does a short ranged punch as follow-up. On hit, both the grab and punch knock the opponent almost a fullscreen away.
1000
—
—
—
The attack is solely a grab where Goku teleports a short distance forward. The gut punch causes a wallbounce on Smash hit.
500 [1200]
All [—]
—
—
The attack is a mixture of both the and versions, with Goku warping forward to perform the grab and teleports slightly ahead for the gut punch. Causes a wallbounce on Smash hit. Consumes half a Ki gauge.
Dragon Flash Kick (閃光龍神脚)
Performs a downward diagonal dive kick. The attack remains active until Goku lands on the ground.
Input
Damage
Guard
Start-Up
Advantage
(in air)
900
All
—
—
Goku reels slightly back before attacking.
(in air)
1000
All
—
—
The dive kick is slightly stronger and causes sliding knockdown on Smash hit at the cost of having more startup.
(in air)
1100
All
—
—
The kicks has less startup. On hit, Goku follows the opponent down to the ground before doing a quick side-switching 2-hit combo. Has a Smash on the last hit and causes sliding knockdown. Consumes half a Ki gauge.
Instant Transmission (瞬間移動)
Teleports, and the attacks with a roundhouse kick. Depending on which way you moved the control stick determines whether Goku will appear in front of or behind the opponent.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
900
All
—
—
Teleports behind the opponent and attacks.
(air OK)
900
All
—
—
Teleports in front of the opponent and attacks. This version has less more startup.
Z Assists[]
Input
Damage
Guard
Start-Up
Advantage
Z-Assist A: Dragon Flash Kick (閃光龍神脚)
/
800
All
—
—
Jumps up and does a divekick.
Z-Assist B: Divine Void Strike (神空撃)
/
800
All
—
—
Performs a charging elbow strike that travels nearly halfscreen.
Z-Assist C: Instant Transmission (瞬間移動)
/
1080
All
—
—
Teleports in front of the opponent and attacks with a roundhouse kick. On hit, Goku teleports behind the opponent and knocks them down to the ground.
Super Attack[]
Extreme Speed Kamehameha (神速かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
or (air OK)
2050
All
—
—
Jumps or warps depending on the distance from opponent and fires a Kamehameha aimed at a shallow downward angle. Consumes one Ki gauge.
Meteor Attacks[]
x10 Kaioken Kamehameha (10倍界王拳かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
or
4220
All
—
—
Powers up using Kaioken and does a charging punch. Upon connection, Goku proceeds to attack the opponent with a barrage of punches and then kicks the opponent into the air. He then teleports back to the ground and fires a Kaioken-powered up Kamehameha diagonally upward at the opponent. Consumes three Ki gauges.
Evolved Attack (進化を遂げた一撃)
Input
Damage
Guard
Start-Up
Advantage
Any attack button
1710 [5930]
—
—
—
Charges forward and delivers an uppercut straight through the opponent, resulting in an explosion. Consumes two additional Ki gauges.