- This article is about Goku's appearance in Super Smash Flash 2. For general information about the character, see Son Goku.
|Son Goku |
in Super Smash Flash 2
Goku's official pixel art.
|Final Smash||Meteor Combination|
Goku is a newcomer starter character in Super Smash Flash 2. He first appeared in a teaser, transforming into Super Saiyan 3 form and releasing a True Kamehameha at his opponents. Despite the anticipated confirmation, he was not playable until Super Smash Flash 2 Demo v0.7.
Goku is currently ranked 37th on the current tier list, placing him in the D tier; a huge drop from his 1st-place position on the first tier list and a significant drop form his 12th place position on the last tier list. Goku has a solid aerial game, amazing combo ability, and kill moves in his forward smash, down smash, back throw when used near the ledge, and the Kamehameha. He also possesses 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. Goku's down special move, Kaiō-ken, when activated, increases his speed, power and the hitstun of his attacks. His time in Kaiō-ken will extend if he continues to hit his opponent. Due to this Goku can combo and zero-to-death combo the entire roster. He can also 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, thus giving him an amazing horizontal recovery overall.
However, Goku has problems with range in most his attacks leaving him vulnerable to characters with disjointed hitboxes (ex. Meta Knight and Sora). Additionally, Goku's tall frame, combined with his above average weight and being a high faller, makes him susceptible to combos and chain grabs. While Kaiō-ken has its benefits, it damages Goku for every half-second it is active and the time will be extended as long as he hits his opponent or his opponent hits him, which makes using Kaiō-ken very risky and situational, and also makes Goku lose some of the priority on his attacks. Ki Blast, his side special, is very weak, can be out-prioritized, reflected and can be avoided by characters who are small in size. Additionally, Goku's main means of vertical recovery, Instant Transmission, can be easily edgehogged due to it not having an hitbox at the end of the move unless the initial hit connects, and also has very poor absolute vertical gain, and Goku almost immediately loses the height gain when doing the move, as since v1.1, he no longer keeps any type of momentum when using Instant Transmission.
- See also: Goku (Super Smash Flash 2)/Hard data
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 an 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 seventeenth longest grab in the current demo, with his up throw being a chain grab on 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 the 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 semi-spike and his down air becomes a meteor smash, with both having high base knockback making it is to KO opponents. His smash attack no longer need to be charged.
However, Goku suffers from subpar range in most of his attacks which leaves him vulnerable to characters with disjointed hitboxes (ex. Ichigo and Lloyd). His projectiles are weak and can be canceled out very easily by other attacks. This gives him more trouble playing a neutral with characters who can shut his options down.
Due to Goku's height, above average weight and being a high faller; makes 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.
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, although is a decent combo starter onstage due to it being a command grab.
|Standard attack||Does an energy pulse with a hand, then punches with the other hand.||3%|
|Forward tilt||Kicks out in front of him. Good reach and power, KOing at 145%.||13%|
|Up tilt||Punches diagonally upwards out in front of him. KOs at 190%, sending almost straight up.||6%|
|Down tilt||Punches while crouching. Sends horizontally, KOing at 135%.||7%|
|Dash attack||Does an elbow strike. The move is stronger when the player is closer to the opponent. KOs at 200% from centre stage if sweetspotted.||10%|
|Forward smash||Launches a powerful punch straight forwards. Despite the move having a short range, it is noticeably powerful, KOing early at 95% when uncharged and 65% when fully charged.||15%|
|Up smash||Quickly flings up his fist while jumping, only hitting in front of and above Goku. KOs at 105% uncharged and 75% fully charged.||13%|
|Down smash||Thrusts his hands out from either side, emitting 2 energy orbs that deal severe electrical damage, with both hits being of equal damage and knockback. Goku's weakest smash attack, KOing at 115% uncharged and 90% fully charged with no DI.||10%|
|Neutral aerial||A spin kick.||11%|
|Forward aerial||A double axe handle. Strong semi-spike when sweet spotted.||11%|
|Back aerial||A spinning back kick.||12%|
|Up aerial||Does a flip kick. Good juggler, and Goku's fastest aerial. Good finisher.||10%|
|Down aerial||Goku shoots diagonally downwards hands first. Anyone who touches him will be sent diagonally upwards. The second hit is weaker than the first. Has a lot of priority and can cancel out certain projectiles. When hit by the Ki part of the attack, the opponent will be sent upwards with strong knockback. Can be used to pseudo-wavedash as it slides slightly upon hitting the ground.||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. Kills at 120% from centre stage with no DI, but as early as 85% at ledge.||12%|
|Back throw||Spins the opponent around several times quickly before throwing the opponent backwards. Very fast and powerful throw, KOing at 90% from centre stage and at 55% at ledge.||14%|
|Up throw||Punches the opponent upwards. Very similar to his Up Smash in appearance. Does not KO under 200%||9%|
|Down throw||Using Solar Flares to conjures a flash of light that traps opponents with strong hitstun, can chain throw. Does not KO.||5%|
|Floor attack||Get up and does a spin kick that hits both sides.||10%|
|Ledge attack||A double axe handle. Similar to forward aerial.||10%|
|Standard special||Kamehameha||Concentrates his Ki into a single point between his hands and then thrusts forward to shoot out a powerful streaming beam of ki. It takes 128 frames for the Kamehameha to be fully charged. Range increases with charge, covering almost all of FD when fully charged. KOs at 100% uncharged and at a ridiculously low 35% when fully charged, making it arguably his best shield break punish when away from ledge.||0%|
|Side special||Ki Blasts||Fires a mid-range energy blast and quickly follows up with a second one. When this move is used in midair, the Ki Blasts are sent diagonally downward at an angle. Does not KO.||0%|
|Up special||Instant Transmission||Performs a flip kick, before teleporting in one of eight directions, as chosen by the player.||12%|
|Down special||Kaiō-ken||Goku powers up and let out a blue ki aura. When a opponent touches the aura and being hit, 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. However, he will also rapidly take damage over time, and must continuously deal damage or else he will change back.||3%|
|Final Smash||Meteor Combination||Rushes forward in Super Saiyan form, trapping opponents, then delivers some kicks and a short-ranged blow, as his transitions from Super Saiyan God to Super Saiyan Blue, culminating with a Genki Dama.||62% (total)|
|On-screen appearance||Jumps off the Kinto'un (筋斗雲) 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/Up||Powers up, similar to the Kaiō-ken.|
|Victory theme||A short excerpt from the first intro of the theme CHA-LA HEAD-CHA-LA from the Dragon Ball Z anime, the same tune is used for the eyecatch as well.|
|Victory pose||Jumps up happily and nearly falls, but is saved by his Kinto'un, where he laughs happily.|
|Lose||Claps for the winner.|
Changes from v0.9a
- Main article: Goku (Super Smash Flash 2)/Changelog
Even though Goku was considered a top tier character last demo, Goku received a lot of buffs and a few nerfs. Due to the lower hitstun of the demo, Goku is less susceptible to chain grabs while still being able to combo like last demo.
- Recolored sprites.
- Has a new crouch and down tilt animations.
- Updated special effects for attacks and special moves.
- It is easier to land the sweet spot of forward aerial.
- Down aerial's blast effect now has a hitbox, which deals strong vertical damage.
Grabs and throws
- Grab range was increased.
- Up throw is stronger.
- This makes it harder to chain grab with along with the decreased hitstun of the demo.
- Instant Transmission now does a strong kick instead of grabbing the opponent. This makes it useful to be used at the end of up air strings.
- Kamehameha is significantly stronger uncharged and does 4% more damage.
- Kaiō-ken Attack no longer puts Goku into a helpless state.
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.
In demo v0.9b, Goku dropped to 16th of A tier where he was still seen as a high tier character. For the second tier list of v0.9b, changes in the metagame has led to Goku rising to 12th place of A tier where he is still seen as a high tier character. Further changes in the metagame has caused Goku to rise to the 6th place on the final tier list of v0.9b, where he is seen as a top tier character.
In Beta 1.0.0, Goku had received multiple buffs and was able to chain grab back throw into itself until very high percentages. That, accompanied by buffs to Instant Transmission, made him rise to first spot in the tier list. Goku was toned down in the following two subversions, making him drop to 12th spot. In Beta 1.1, though, Goku was considerably nerfed once again, with his recovery being the most affected part. That, coupled with Goku's lack of range, made him drop to 37th place on D tier, which is his current placement.
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- Goku is the only playable manga and anime character to use voice clips from his English-dubbed voice actor — in this case, Sean Schemmel — rather than his original Japanese seiyū, Masako Nozawa.
- Goku's current pixel art in Super Smash Flash 2 is similar to his render in his appearance in J-Stars Victory VS.. It is also similar to his battle stance from his first fight against Vegeta IV.