- This article is about Goku's appearance in Super Smash Flash 2. For the character in other contexts, see Son Goku.
| Goku |
in Super Smash Flash 2
|Final Smash||Super Saiyan Goku|
Goku is a playable newcomer character in Super Smash Flash 2. He first appeared in the trailer turning into his Super Saiyan form releasing a True Kamehameha at the others. Despite the anticipated confirmation, he was not playable until his addition in the v0.7 of the Super Smash Flash 2 Demo.
Goku is currently ranked 6th on the current tier list; a big leap from his 12th place position last demo. Goku has received more KO power in his attacks and more priority in them as well. Goku has a solid aerial game, amazing combo ability, a good recovery and kill moves in his forward smash, side tilt, back aerial, back and forward throw when used near the ledge and the Kamehameha (which is a OHKO when used up close to the opponent). Goku has the ability to float which gives him a good horizontal recovery and the ability to auto float-cancel which aids in his aerial game on stage. He has a projectile in Ki blasts which he can use to hinder his opponents' approach or zone with them. Goku's down special Kaiō-ken, when activated, increases his speed, power and the hitstun of his attacks. His down aerial becomes a meteor smash and his forward aerial no longer needs to be sweet spotted to meteor smash. His time Kaiō-ken will extend if continues to hit his opponent. Due to this Goku can combo and zero-to-death the entire roster. Goku can use Kaiō-ken to slow his descent in the air and can use the Kamehameha to help him with horizontal recovery if he can no longer float.
However, Goku has problems with range in most his attacks leaving him vulnerable to characters with disjointed hitboxes (ex. Meta Knight and Sora). Goku is also tall along with above average weight and falling speed makes him susceptible to combos, chain grabs, and zero-to-death combos. While Kaiō-ken has its benefits; it also has its flaws in that it damages Goku every half of second that its activated and the time will be extended as long as he attacks his opponent or his opponent attacks him, which makes using Kaiō-ken very risky and situational. Goku's projectiles is weak, can be out-prioritized, reflected and can be avoided by characters who are small in size. Goku's main means of vertical recovery, Instant Transmission, can be easily edge hogged due to it not having an hitbox at the end of the move.
However, Goku's pros overcome his flaws, so therefore, he is at a very high rank on the tier list. However, due to his weaknesses as seen above, he is not higher on the tier list.
Goku is a character that focuses on speed and power. Goku has the ability to auto float-cancel which aids in his air game with his aerials having good priority which gives him a effective air game. His down air has a lot of priority which allows him to deal with projectiles. He has a projectile in Ki blasts which he can use to zone his opponents or hinder their approach. He has KO moves in his forward smash, side tilt, forward and back throws (when used near the ledge) and back air. Goku has different recovery options with having the ability to float which covers a good horizontal distance, Instant transmission covers decent vertical distance while making him intangible for a second, he can use Kamehameha for horizontal recovery when fully charged and can use the start up of Kaiō-ken to slow his falling speed. Goku has a good grab game, possessing the twelfth longest grab in the current demo, with his up throw being a chain grab on big characters and fast fallers while being a combo starter on other characters. His down throw can chain throw characters at low percentages. His back and forward throw can be used as KO moves when used near a ledge. His down special move, Kaiō-ken, when activated increases the speed and power of his attacks. His forward air no longer needs to be sweet spotted to meteor smash and his down air becomes one with both having high base knockback making it is to KO opponents. His smash attack no longer need to be charged. With his weight and falling speed combined with his recovery options makes Goku a hard character to KO.
However, Goku suffers from poor reach in most of his attacks which leaves him vulnerable to characters with disjointed hitboxes (ex. Ichigo and Lloyd). Due to Goku's height, weight and fallling speed; these all combined make him susceptible to combos, chain grabs and zero-to-death combos. Kaiō-ken is a very situational move due to it damaging Goku every half of second it is activated, the move stays activated every time the opponent hits him which makes him more susceptible to zero-to-deaths while using the move and loses he a lot priority in his attacks. His projectiles are weak and can be canceled out very easily by other attacks. His main means of vertical recovery, Instant transmission, can be easily edge hogged due to it not having a hitbox at the end of the move.
|Standard attack 1||Energy pulse with hand.||3%|
|Standard attack 2||Punches with other hand.||3%|
|Down tilt||Punches while crouching.||7%|
|Down smash||Uses "Kiai" (気合い). Goku thrusts his hands out from either side, emitting a force that deals severe damage.||10%|
|Side tilt||Kicks out in front of him. Good reach and power.||13%|
|Forward smash||Powerfully punches forward.||15%|
|Up tilt||Punches diagonally upwards out in front of him.||6%|
|Up smash||Quickly flings up his fist while jumping.||13%|
|Dash attack||Elbow strike. The move is stronger when you're closer to the opponent.||8%|
|Neutral aerial||Spin kick.||11%|
|Forward aerial||Hammer fist. Strong meteor smash when sweet spotted at the fist.||11%|
|Back aerial||Back spinning kick.||12%|
|Up aerial||Flip Kick. Good juggler, and Goku's fastest aerial.||10%|
|Down aerial||Uses "Feet Kamehameha" (足かめはめ波, Ashi Kamehameha). This is a Stall-Then-Fall. Goku shoots diagonally downwards hands first like a missile. Anyone who touches him will be sent diagonally up. The move does two hits. The second hit is stronger than the first. However, Goku must be careful about using this move off-stage, due to his limited vertical recovery. Has a lot of priority and can cancel out certain projectiles. When hit by the Ki part of the attack which deals 10%, the opponent will be sent up and with strong knockback.||8%|
|Grab||Reaches with his hand out to grab. The tenth shortest grab in the game.||N/A|
|Forward throw||Slams energy into the opponent forward with both hands.||12%|
|Back throw||Uses "Doragon wa nage" (ドラゴンは投げ, "Dragon Toss", Viz Serialization: "Dragon Throw"). Spins the opponent around several times quickly before throwing the opponent backwards. Very fast and powerful throw.||14%|
|Up throw||Punches the opponent upwards. Very similar to his Up Smash in appearance.||9%|
|Down throw||Uses "Taiyō-ken" (太陽拳, "Fist of the Sun", Viz Serialization: "Solar Flare"). Goku conjures a flash of light that traps opponents with stong hitstun, can chain throw.||5%|
|Ledge attack||Hammer fist.||10%|
|100% ledge attack||None for now.||N/A|
|Floor attack||Jumps up off the ground feet first.||10%|
|Standard special move||Kamehameha||Goku (and under Kaiō-ken) or Super Saiyan Goku concentrate their Ki into a single point between their hands and then thrusts forward to shoot out a powerful streaming beam of ki. It is also Goku's signature move in both the manga and anime. Goku also can charge this move and turn around while charging, similar to Falcon Punch. It can OHKO certain characters at close range when near the ledge or in the middle of a stage. It takes eleven seconds for the Kamehameha to be fully charged.||12%|
|Side special move||Ki Blasts||Goku thrusts his palm forward, firing a mid-range energy blast and quickly follows up with a second one. When used repeatedly, will force the opponent to jump and/or try to projectile counter. When this move is used in midair, the Ki Blasts are sent diagonally downward at an angle, like PK Fire.||1-5%|
|Side special move (Kaiō-ken Variation)||Kaiō-ken Attack||Goku dashes forward with a red burst of energy, and exclusively in v0.7, proceeds to beat up the opponent with a devastating combination of punches and kicks. In v0.9b, the distance covered has been shortened, but the move no longer puts Goku into a helpless state.||7%|
|Up special move||Instant Transmission||Goku performs a flip kick, before teleporting in the inputted direction. In v0.7 of the SSF2 Demo, Kaiō-ken Goku's version has another teleportation on top of the first one. This was removed in v0.8a. In v0.9a, Goku grabs the enemy before teleporting (dealing 7%) and attack them after the teleportation (dealing another 7%, dealing a total of 14% damage), but after this he will go into a helpless state. In v0.9b, Goku will simply knock the opponent above him, but in SSF2 Beta, the grab and the kick has been returned. Pressing an arrow key (left, right, up or down) while doing a Instantaneous Transmission Kick teleports him over to the direction you have pressed. Unlike most characters, Goku was able to attack again without landing once he uses this move, but it makes him helpless now in normal or Kaiō-ken mode. Super Saiyan Goku's Instant Transmission is different. While in his Super Saiyan form, he teleports first then does a flip kick. This, only in Super Saiyan mode, can be followed up with a spinning kick and then a hammer fist immediately.||7%|
|Down special move||Kaiō-ken||When Kaiō-ken is successfully performed, Goku will tint himself with a crimson tone and it will power up his current moveset, making him stronger, faster and more deadly than the regular Goku. To activate Kaiō-ken, Goku lets out energy and any opponent that comes in contact with it will have Goku activate it and take about 3% damage. As of SSF2 Beta, Goku can also hold the button to ativate the move. Goku starts taking 1% of damage in just a half of a second (so by 10 seconds after activation have 20%), and more unfortunately, Goku doesn't gain any kind of knockback resistance. On the upside, he gets a new side special move, Kaiō-ken Attack, and his Kamehameha charges faster. Goku can only power-up when his energy makes contact with an opponent, charging the move or if he flinches by enemy attacks, he has exactly five seconds to do so or else the form ends. After that, he must do a chain of attacks to maintain the transformation, because the transformation will disappear if he attacks too late. He also starts taking damage much more quickly. His Kamehameha is very hard to be fully charged, but immediately turns into the third stage of a charged Kamehameha. Also, his smash attacks can't be charged.||3-4%|
|Final Smash||Super Saiyan Goku||Goku transforms into a Super Saiyan, which enhances his current moveset.||18%|
|On-screen appearance||Jumps off the Kintoun (筋斗雲, "Plot Box Cloud", Viz serialization: "Flying Nimbus") and lands on the stage.|
|Taunts||Standard: Happily raises up two fingers to show the sign of peace and laughs.||Side: Thrusts his head forward, yelling loudly, commonly referred to as the Big Head Yell in the anime and manga series.||Down: Powers up, similar to the Kaiō-ken (except with blue energy around him instead of red).|
|Idle poses||Stretches his legs.|
|Special abilities||Can float for a few seconds, but Super Saiyan Goku can float infinitely.|
|Victory theme||Eyecatcher Music from the Dragon Ball Z original soundtrack.|
|Victory pose||Jumps up happily and nearly falls, but is saved by his Kintoun. Goku lays down and laughs happily on his Kintoun.|
|Lose pose||Claps to the winner with his bangs covering his face.|
In competitive play
Tier placement history
When Goku was first introduced in demo v0.7; he was seen as a top tier character like Peach and Tails. On the lists for demo v0.7; Goku was 3rd of A tier on the first list and ranked 2nd of A tier on the second list. In demo v0.8b; Goku's position dropped to 12th at the bottom of C tier where he was seen as a mid tier character. In demo v0.9a; Goku rose to 6th of what can be considered A tier, where he is now seen as a top tier character again.