- 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 artwork.
|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 41st on the current tier list, placing him in the C tier; a slight drop form his 37th place position on the last tier list. Goku has a solid aerial game, amazing combo ability, and KO moves in his forward smash, up smash, forward and back throws 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 slow his descent and push himself backwards, helping 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 high 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. His side special move, Ki Blasts, is a very poor projectile that deals very weak damage and knockback, has low priority, can be 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 using the move due to not keeping any type of momentum.
- See also: Goku (Super Smash Flash 2)/Hard data
|This section requires to be rewritten or expanded.
The information is not outdated nor incomplete, although it can be rewritten for a more formal explanation and better clarity. It may require an expansion going further on missing details.
Goku is a character that focuses on speed and power. He has the ability to auto float-cancel, which aids in his air game along with his aerials having good priority. 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 fall speed, he is 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.
|Standard attack||A palm strike followed by a punch. Extremely low endlag makes it very safe but a little unwieldy.||3%|
|Forward tilt||Kicks out in front of him. Decent disjoint, and with good DI kills Mario at around 160% at ledge. On the other hand, it has moderate endlag and despite its disjoint still has fairly poor range.||11%|
|Up tilt||Punches diagonally upwards out in front of him. Very fast and spammable because of its low endlag, but barely hits above him due to its animation. Can combo into itself and a variety of moves at low to mid percents, but is heavily affected by DI.||6%|
|Down tilt||Punches while crouching. Likely Goku's best tilt as it's very fast, fairly strong and can perform as an effective techchase utility due to its brutal angle.||7%|
|Dash attack||An elbow strike. Very spammable, but its already low knockback is heavily affected by DI, resulting in the sweetspot not even KOing past 200% in most circumstances.||10%|
|Forward smash||Launches a powerful straight punch. Pathetic range, but very strong and fairly fast.||15%|
|Up smash||A jumping uppercut. A good anti-air and very strong, but it's very punishable on whiff.||15%|
|Down smash||Thrusts his hands out from either side, emitting two energy orbs that deal electrical damage. Huge hitbox on top of its moderately strong knockback, making it a very useful tool for techchasing and reading ledge options. Goku's slowest smash attack in terms of startup, but it has fairly low endlag. KO's Mario at around 130% at ledge with best DI.||10%|
|Neutral aerial||Performs a spin kick in front of him. A very versatile move due to its fast speed, high range, good angle and decent combo potential.||9%|
|Forward aerial||Performs a double axe handle. Strong meteor smash if hit correctly, but the sweetspot is very awkward to land and the sourspot is generally more useful. Generally outclassed by back and up air.||11%|
|Back aerial||Performs a spinning back kick. One of the best moves in Goku's kit as it has high range (even hitting in front of him) and fast speed, allowing it to be comboed into by moves like neutral air.||11%|
|Up aerial||Does a flip kick. Excellent juggler due to its high speed and large hitbox, as well as being one of the more useful landing up airs, but it has almost no KO power compared to some of the other up airs in the game.||10%|
|Down aerial||Shoots diagonally downwards fists-first. Landing produces a small earthquake around Goku, which can hit nearby grounded opponents. The Ki blast of the move sends upward and is by far the strongest part of it, but is also extremely hard to land. The other hitbox has rather disappointing power. High landing lag makes this move rather unsafe on shield. This can be used for recovery mixups, but leaves Goku almost certainly dead if he loses his double jump.||8%|
|Grab||Reaches out. Passable range.||N/A|
|Pummel||Jabs the opponent.||1%|
|Forward throw||Slams the opponent forward with both hands. A fairly strong KO throw, and its angle is good.||12%|
|Back throw||Spins the opponent around several times quickly before throwing the opponent backwards. Similar to Sandbag's back throw, but considerably more powerful. KO's Mario at about 90% with best DI at ledge on Final Destination.||14%|
|Up throw||Punches the opponent upwards. Can combo into a few aerials at low percents, but it's very DI-dependent. Mainly a tool to set up into juggles.||9%|
|Down throw||Uses Solar Flare to conjure a flash of light. Can chain into a couple moves at lower percents. Has some utility at the ledge due to sending at a very shallow angle.||5%|
|Floor attack||Gets up and performs a spin kick that hits both sides.||6%|
|Ledge attack||Kicks out in front of him.||8%|
|Neutral special move||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 the entirety of Final Destination when fully charged. KOs at extremely low percentages, making it arguably his best shield break punish when facing the ledge.||12%|
|Side special move||Ki Blasts||Fires a mid-range energy blast and quickly follows up with a second one. When this move is used in midair, the player has to keep the special button held in order to fire the second blast, and both of them are sent diagonally downwards. The aerial version of this move is significantly more useful than the grounded version and helps with approach.||2%|
|Up special move||Instant Transmission||Performs a flip kick, before teleporting in one of eight directions, as chosen by the player. On contact, Goku will grab the enemy with the flip kick, and kick them outwards after the teleport. Ironically if the second hit isn't connected, the move is significantly stronger. If aimed diagonally down at the ground, Goku will go sliding across the stage.||8%|
|Down special move||Kaiō-ken||Powers up and lets out a blue Ki aura. On contact with an opponent, Goku will tint himself with a crimson tone and it will power up his current moveset, making him faster and stronger with several moves changed, such as his side special move becoming Kaiō-ken Attack, a forward dash with huge speed and range. 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||Teleports to and kicks away a nearby opponent and then rushes forward in his Super Saiyan form, delivering many blows while transitioning between his various forms. He then performs a Genki Dama, and uses it to blow the enemy away.||13%|
|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, with an animation identical to 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.|
Changes from v0.9a to v0.9b
- Main article: Goku (Super Smash Flash 2)/Changelog
Even though Goku was considered a top tier character in demo v0.9a, Goku received a lot of buffs and a few nerfs in v0.9b. 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.
- 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 artwork 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.