Goku is one of the most balanced characters in the game. He has his strengths without having any glaring weaknesses, but there are still ways to counter him. His versatility with his Kamehameha is arguably unmatched, and his move set is simple yet effective: no player will find themselves in a situation without a basic tool to get out of it. Easy to play, with a lot to master, and a pick that you just can't go wrong with, there more than likely is a spot for the legendary warrior himself on your team.
Normal Attacks[]
Input
Damage
Guard
Start-Up
Advantage
400
All
—
—
A short jab.
700
All
—
—
A gut punch. Sometimes when hit at the very edge of 's hitbox, this move will not connect.
1000
All
—
—
A roundhouse kick that sends the opponent into the air.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
An upward elbow thrust that moves Goku forward.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A sidekick that sends the opponent flying sideways.
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
All
—
—
A crouching jab.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
A crouching sidekick.
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
600
All
—
—
Shoots a ki blast diagonally upwards.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
Hops and does a double-axe handle.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A midair jab.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A jumping sidekick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
An airborne double-axe handle punch.
Input
Damage
Guard
Start-Up
Advantage
(in air)
600
All
—
—
Fires a ki blast diagonally downward.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
—
—
An upward kick.
Special Moves[]
Dragon Flash Fist (龍閃拳)
Charges forward and performs an overhand punch.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
900
Stand
—
—
Travels about half screen and deals sliding knockdown on Smash hi..
(air OK)
1000
Stand
—
—
Covers more distance and deals more damage, but has more startup compared to the version.
(air OK)
1100
Stand
—
—
Teleport to the opponent's position and strikes. Has the same start-up time as the version and deals as more damage than the version. Consumes half a Ki gauge per use.
Flurry Kick (激烈連脚)
Jumps while performing a barrage of spin-kicks.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
893
All
—
—
Performs two spin-kicks.
(air OK)
999
All
—
—
Performs four spin-kicks.
(air OK)
1320
All
—
—
Performs six spin-kicks. Consumes half a Ki gauge per use.
Kamehameha (かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1098
All
—
—
Fires a Kamehameha wave straight forward. Holding / will make Goku fire the beam diagonally upward on the ground and diagonally downward in midair.
Z Assists[]
Input
Damage
Guard
Start-Up
Advantage
Z-Assist A: Kamehameha (かめはめ波)
/
200 (x5)760 total damage
All
—
—
Fires a Kamehameha directly forward.
Z-Assist B: Flurry Kick (激烈連脚)
/
250, 800810 total damage
All
—
—
Performs the variant of Flurry Kick.
Z-Assist C: Dragon Storm (龍連弾)
/
450, 450, 4001045 total damage
All
—
—
Performs a combination attack consisting on , . On hit, Goku follows-up by teleporting behind the opponent and performs a weaker variant of Dragon Flash Fist.
Super Attacks[]
Super Kamehameha (超かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
2050
All
—
—
Fires a power-up Kamehameha directly forward. Holding / makes Goku fire the beam diagonally upward on the ground and diagonally downward in midair.
Warp Kamehameha (瞬間移動かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
2214
All
—
—
Charges up a Super Kamehameha and then teleports behind the opponent and fires it diagonally upward.
Meteor Attack[]
Meteor Smash (メテオスマッシュ)
Input
Damage
Guard
Start-Up
Advantage
or
4208
All
—
—
Goku transforms into his Super Saiyan 3 form. He then teleports behind the opponent and does an elbow strike, sends them flying up with a high kick, knocking them down with a double-axe handle, and finally fires a Super Kamehameha at the falling opponent.