Goku (SSF2)

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.

Goku appears to have a moderate player base. However, he has a lackluster representation in online tournaments.

Goku is a new starter character in Super Smash Flash 2. He was added in Version 0.7 of the game, though his status as a playable character had been known for years prior to his inclusion. His sprites are heavily edited versions of the sprites he used in Jump Ultimate Stars, while his voice clips are taken from Dragon Ball Z Budokai. His moveset is quite unique, only bearing a passing resemblance to his moveset in the Jump games.

Goku is ranked 41st on the tier list for Version 1.3 of the game. He has a decent air game, good combo ability, and KO moves in his forward smash, up smash, back throw, and Kamehameha. He also possesses the ability to float, which gives him an amazing horizontal recovery and the ability to auto float-cancel which further aids his air game onstage. His down special, Kaiō-ken, increases his speed, power, and hitstun of his attacks when activated, giving him even more strong damage-racking capabilities at the expense of dealing continuous self-damage. His recovery move, Instant Transmission, is a very fast omni-directional teleport, making his recovery difficult to predict at times.

However, Goku has problems with range on most of his attacks, leaving him at the mercy of characters with disjointed hitboxes, such as and. Additionally, Goku's tall frame, high weight, and high falling speed make him susceptible to chain-grabs and juggles. Ki Blast is a poor projectile that has low priority and deals very weak damage and knockback. His primary recovery move, Instant Transmission, travels a short distance and lacks a hitbox after the teleport unless the first hit connects, making it easy to edgeguard especially if Goku doesn't have his float.

Goku's strengths are not enough to make up for his weaknesses, causing him to end up in low tier.

Moveset
NOTE: I'm not touching KK Goku with a 10-foot pole.