DBFZ/GT Goku: Difference between revisions

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!Goku (GT)
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[[File:DBFZ_GT_Goku_Portrait.png|350x500px|center]]
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{{#lsth:{{PAGENAME}}/Data|SystemData}}
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
:High Mobility
;Team Role
:Middle, Anchor
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
The incarnation of Son Goku/Sun Wukong appearing in Dragon Ball GT. The Pilaf Gang, using the Black Star Dragon Balls, accidentally wishes for Goku to return to when he was a child, thus returning to the prime of his youth. The use of these Dragon Balls, however, would destroy the planet in a year and were scattered through the galaxy, making Goku, his grandchild Pan, and Trunks (not to be confused with Future Trunks) to step into the grand tour to recover them. Goku in this iteration has a tail, so as to better control his Saiyan energy during Super Saiyan 3, as his young body is very frail and struggles to do so naturally. He attained Super Saiyan 4 (the strongest Super Saiyan form in GT) on the resurrected Planet Tuffle after absorbing Blutz Waves produced by the light reflected from Earth. He also wields the Power Pole (**Nyoibo** in Japanese dub), a magic pole that Goku was given by his Grandfather, Son Gohan. It has the ability to extend to great lengths, perhaps even indefinitely, and was one of the most important tools in Goku's arsenal in his younger years.
{{DBFZ/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=The rat monkey child, '''GT Goku''' is a very small character capable of leaping across the screen and putting opponents into nasty mixup situations. GT Goku is heavily meter dependent as his normals are honestly god awful with several weaknesses, but once he has meter he gains access to his amazing EX moves, allowing him to jump past neutral and straight into pressure should he catch the opponent off-guard. GT Goku's aerial beam is also a very helpful neutral tool, as it has a very friendly air-to-ground angle which works wondrously with Vanish to help get GT Goku into the fray. Once in, GT Goku can call assists to begin a left/right/high/low mixup train of death.


The ''Dragon Ball GT'' version of Goku joins ''Dragon Ball Fighterz'' as a DLC character. Here, he is undisputed top tier and makes everyone hate you for picking him. You all complained about having too many Gokus, so have this adorable little demon. GT Goku excels at everything you could possibly ask him to do, but especially in speed and damage.
That said, GT Goku is best on your team as a mid. His very poor normals do not lend themselves nicely to solo mixup situations, even though they work great for pressure. His assist selection is also a bit mixed; his B assist is relatively strong but his A and C assists are both slow to come out and not helpful for pressure, although they still work fine for neutral. If you want GT Goku on your team, put him mid so he can exploit his meter gain.


===Strengths/Weaknesses===
Played properly, GT Goku can use his short stature and nimbleness to run a blender on opponents.
{|  
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|-style="text-align:left;"
{{DBFZ/Infobox
! Strengths !! Weaknesses
|fastestAttack=
|- style="vertical-align:top;text-align:left"
|reversal=
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* Capable of taking on any situation. All-around fantastic at everything.
{{ProsAndCons
* Ultra Spirit Bomb (214HS) is an outrageous Level 3 which can be easily comboed into and gives the best okizeme out of any level 3 in the game. Easily GT Goku's greatest tool.
|intro=is an advantageously tiny, standout all-rounder who provides good support to a team.
* Very small, and very fast. He's smaller than Gotenks. This makes it hard for his opponent to ascertain what he is actually doing.
|pros=  
* Specials are insane and allow him to dominate the neutral, or outright skip it at the cost of meter or an assist. 236H beats nearly everything in the game. 214X also gives him knockdowns off of anything.
* '''Potent Mix-up:''' Very long blockstrings, 3 lows ([[DBFZ/GT Goku#2L|2L]], [[DBFZ/GT Goku#2M|2M]] and [[DBFZ/GT Goku#2S|2S]]), and an aerial fast fall make him annoying to block.
* Super Kamehameha (236LM/HS) and Dragon Fist Explosion (214LM) are both enhanced if one of Goku's teammates has been downed.
* '''Meter Efficient:''' [[DBFZ/GT Goku#Dragon Flurry Fist|Dragon Flurry Fist]], [[DBFZ/GT Goku#Dragon Flash Fist|Dragon Flash Fist]] and [[DBFZ/GT Goku#Super Ultra Spirit Bomb|Super Ultra Spirit Bomb]] all allow him to put his meter to great use.
* Very useful normals with better range than you'd think thanks to their speed and forward movement. Power Pole (5S/j.S) also has very long range and no hurtbox. He also has three lows, and an aerial fastfall.
* '''Great Staggers:''' [[DBFZ/GT Goku#5L|5L]] and [[DBFZ/GT Goku#2L|2L]] push him forward, allowing him to be kept in whenever he wants, and serving as excellent pressure resets.
* His Assist is amazing at catching aerial opponents and even allows for midscreen snapback pressure/mixups. It also has a surprising amount of hitstun for a beam assist, allowing for certain followups to connect much more easily.
*'''High Damage Potential:''' In the corner, his damage output is bolstered with assist extensions and [[DBFZ/GT Goku#Super Ultra Spirit Bomb|Super Ultra Spirit Bomb]].
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* '''Tiny:''' Having the smallest hurtbox in the game makes it hard to hit him or even identify what GT Goku is doing.
* Power Pole is a bit slow to start up which can leave you wanting a regular 5S or an assist to help out with neutral, but his neutral by himself is already very good so this is barely a problem.
|cons=  
* That's it. No, really.
* '''Very Small Normals:''' All of his normals are very small and stubby, all requiring point-blank range to connect. Mixups can be inconsistent and crossups often need meter to confirm.
* Maybe if you wanted to stretch things, you could say his metered specials are so good that it almost makes him meter hungry.
*'''Post-Reflect:''' Due to his season three nerfs, his only options after being reflected ([[DBFZ/GT Goku#5S|5S]], [[DBFZ/GT Goku#Dragon Flurry Fist|Dragon Flurry Fist]]) leave him negative on block.
 
|difficulty_rating=4
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|}
</div>
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden;font-size:0">5L</font>======
===<big>{{clr|L|5L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5L
|input=5L,5LL,5LLL
|image=DBFZ_GTGoku_5L.png |caption=fei long called, wants his move back
|description=
|image2=DBFZ_GTGoku_5LL.png |caption2=ATATATATATATATAT
;{{clr|L|5L}}
|image3=DBFZ_GTGoku_5LLL.png |caption3=Into the Spirit Bomb!
* Pushes Goku forward a bit, giving it deceptive range.
|data=
* Has next to zero knockback on air hit, allowing him to convert into {{clr|L|5LL}}.
{{AttackDataHeader-DBFZ|version=yes}}
* {{clr|L|4LL}} is available on clash only.
{{!}}-
Very strong button, but it has its weaknesses. It advances very far forwards for how small it looks, but the vertical range leaves a lot to be desired. Challenging with this after {{clr|M|6M}} is likely to get stuffed because of this.
{{AttackVersion|name=5L}}
----
{{#lsth:{{PAGENAME}}/Data|5L}}
;{{clr|L|5LL}}
{{!}}-
* Not an anti-reflect string after {{clr|L|5L}} anymore. Very punishable on whiff, especially because {{clr|L|5LLL}} is a grab.
{{Description|8|text=
* Has next to zero knockback on air hit. On some characters it requires a delay to combo into {{clr|M|2M}}, but {{clr|M|5M}} is universal.
* Has a different knockback angle that allows it to easily connect to 5LL on air hit
Better than most {{clr|L|5LL}} on block, since it locks down the opponent for longer as Goku stalls for his assist to regen. Scales combos like a medium button but eats up the combo timer.
* Pushes Goku forward a bit giving it a misleading amount of range.
----
GT Goku's 5L is comparable to Bardock's 5L in both range and general usefulness. It's a staple in grounded assist combos, leading to an easily loopable sequence with assists.
;{{clr|L|5LLL}}
}}
{{AttackVersion|name=5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{Description|8|text=
* All hits easily connect against airborne opponents, even when 5L connects beforehand
* Pushes Goku forward a great deal
* Due to fast startup for a medium and multiple hits, it will most likely win in clashes
Another great tool for GT Goku, also really good in blockstrings for the amount of time it locks down the opponent.
}}
{{AttackVersion|name=5LLL}}
{{#lsth:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{Description|8|text=
* Switches sides on hit.
* Switches sides on hit.
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
* Cancelling into this from a blocked {{clr|L|5LL}} always leaves the opponent in too much blockstun for the throw to work.
* Can combo into spirit bomb using 2147S 3S
Very commonly used for back-to-corner combos and to combo into Spirit Bomb. Good for sideswaps in general, but will always lead to less damage than the same-side combo.


Really useful in corner combos due to it's ability to combo into spirit bomb, and can easily combo from j.214M's knockdown using the right assist. Also pretty good when in the corner yourself, as it puts the opponent in the corner for you and gives you SKD while you're at it. Using an assist like Trunks and delaying the cancel from 5LL can give GT Goku an easy and effective tick throw.
Like the other {{clr|L|5LLL}} grabs, Goku can also tick throw with low-blockstun assists, though this isn't crucial for him as he has numerous other options to open opponents up.
}}
}}
===<big>{{clr|M|5M}}</big>===
{{DBFZ_Move_Card
|input=5M
|description=
* Advances forward a respectable distance.
* Fixed frame disadvantage. No matter how meaty, it will always be -7.
If you get tagged by this in the corner, you're going to die. Makes for a decent stagger tool every once and a while, but being -7 means it's riskier than normal.
}}
}}


======<font style="visibility:hidden;font-size:0">5M</font>======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5M
|input=5H
|image=DBFZ_GTGoku_5M.png |caption=
|description=
|data=
* Leads to a rejump in the corner, with or without Smash.
{{AttackDataHeader-DBFZ}}
Essentially a less useful {{clr|M|5M}}. Mostly blockstring/combo filler, he has better options for neutral.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5M}}
{{!}}-
{{Description|7|text=
* Advances forward a respectable distance
If you get tagged by this in the corner, you're going to die. Simple as.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">5H</font>======
===<big>{{clr|S|5S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5H
|input=5S
|image=DBFZ_GTGoku_5H.png |caption=
|description=
|data=
* Near-fullscreen physical strike that does not have any hurtbox.
{{AttackDataHeader-DBFZ}}
* The pole's hitbox is at the tip and travels forward like a projectile.
{{!}}-
* Wall splats on Smash hit, can confirm into SD.
{{#lsth:{{PAGENAME}}/Data|5H}}
Rather slow, loses to projectiles, controls a very limited space, reward on hit is rather lacking. Don't whiff this.
{{!}}-
 
{{Description|7|text=
Is not seen often due to GT Goku already having better neutral tools, but good to throw out from time to time.
* Advances forward pretty far and fast startup for a heavy button.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">5S</font>======
===<big>{{clr|L|2L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=5S
|input=2L
|image=DBFZ_GTGoku_5S.png |caption=E X P A N D
|description=
|data=
* {{clr|L|2L}} slides forwards, but {{clr|L|2LL}} does not.
{{AttackDataHeader-DBFZ}}
While the slide sounds pretty good, from a blockstring into {{clr|L|214L}} airdash high/land low, even in the corner, {{clr|L|2L}} will whiff against most of the cast. You'll mostly be using {{clr|M|2M}} for the mix even if it's slower.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|5S}}
{{!}}-
{{Description|7|text=
* Pole extends out like a projectile, wall bounces on Smash hit
* Pole doesn't have hurtbox
Not seen often due to GT Goku already having fantastic neutral tools, but good to throw out from time to time.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2L</font>======
===<big>{{clr|M|2M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2L
|input=2M
|image=DBFZ_GTGoku_2L.png |caption=
|description=
|data=
* Shorter range than {{clr|M|5M}}, but goes further than {{clr|L|2L}}.
{{AttackDataHeader-DBFZ}}
Not something you can throw out in neutral, as it's small and low to the ground. GT's highest damage midscreen starter, but usually leads to less than {{clr|M|5M}} in the corner. Makes a decent stagger tool but keep in mind that it's jab punishable by most of the cast.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2L}}
{{!}}-
{{Description|7|text=
* First 2L slides forwards, follow-up does not
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2M</font>======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2M
|input=2H
|image=DBFZ_GTGoku_2M.png |caption=Chipp would like his 2D back
|description=
|data=
* Universal anti-air, faster than the average {{clr|H|2H}}.
{{AttackDataHeader-DBFZ}}
* Puts Goku in the air.
{{!}}-
* On Smash hit, combos into SD.
{{#lsth:{{PAGENAME}}/Data|2M}}
About the same as all of the other Goku's {{clr|H|2H}}. It's not fantastic, but it'll do. Make it safe with {{clr|L|214L}}.
{{!}}-
{{Description|7|text=
* Short range and low forward movement
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2H</font>======
===<big>{{clr|S|2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2H
|input=2S
|image=DBFZ_GTGoku_2H.png |caption=Koryuken!
|description=
|data=
* Vaults almost fullscreen. Hold {{Ni|4}} during startup to leap half as far.
{{AttackDataHeader-DBFZ}}
* Recovers in mid-air and has access to air options.
{{!}}-
* Whiff cancellable into {{clr|S|j.S}}, {{clr|H|j.2H}}, {{clr|S|j.2S}}, specials and supers.
{{#lsth:{{PAGENAME}}/Data|2H}}
* On block or hit, can be cancelled early into grounded attacks.
{{!}}-
Because of its landing recovery you won't be using it by itself. Sets up a 50/50 with {{clr|S|2S}} > {{clr|S|j.2S}} with high-blockstun assists.
{{Description|7|text=
* Universal AA, faster than the average 2H
About the same as all of the other Goku's 2H. It's not fantastic, but it'll do.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">2S</font>======
===<big>{{clr|M|6M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=2S
|input=6M
|image=DBFZ_GTGoku_2S.png |caption=Why is this a low
|description=
|data=
* Universal overhead. Uses hit and hurtboxes of {{clr|H|j.H}}.
{{AttackDataHeader-DBFZ}}
GT Goku's terrible ground normals make it difficult to challenge if your opponent blocks {{clr|M|6M}}. If the opponent jumps, they'll escape his {{clr|L|5L}} and {{clr|L|2L}}.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|2S}}
{{!}}-
{{Description|7|text=
* Has access to air options after recovery
* Hold {{4}} during startup to leap half as far
}}
}}
}}


======<font style="visibility:hidden;font-size:0">6M</font>======
===<big>{{clr|L|j.L}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=6M
|input=j.L
|image=DBFZ_GTGoku_6M.png |caption=
|description=
|data=
It's a tiny jab.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|6M}}
{{!}}-
{{Description|7|text=
* Uses Hit and Hurtboxes of j.H
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.L</font>======
===<big>{{clr|M|j.M}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.L
|input=j.M
|image=DBFZ_GTGoku_jL.png |caption=
|description=
|data=
It's a tiny kick. Better than {{clr|H|j.H}} in terms of mix-up potential because of its chain into {{clr|L|j.L}}, but in terms of a single hit {{clr|H|j.H}} is better.
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{Description|7|text=
* Has a large hitbox that will beat out superdash
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.M</font>======
===<big>{{clr|H|j.H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.M
|input=j.H
|image=DBFZ_GTGoku_jM.png |caption=
|description=
|data=
;{{clr|L|5LLLLLLL}}
{{AttackDataHeader-DBFZ}}
* Dynamic hit can wall bounce.
{{!}}-
----
{{#lsth:{{PAGENAME}}/Data|j.M}}
;{{clr|H|j.H}}
{{!}}-
* Launches forward instead of down.
{{Description|7|text=
Faster than most {{clr|H|j.H}} makes this the preferred jump-in compared to {{clr|M|j.M}}, since {{clr|H|j.H}} does more damage, has more range, and is almost equally as fast.
* j.MLL series allows for triple overhead on tall opponents
* can be cancelled into jump.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.H</font>======
===<big>{{clr|S|j.S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.H
|input=j.S
|image=DBFZ_GTGoku_jH.png |caption=
|description=
|data=
* Temporarily stalls momentum.
{{AttackDataHeader-DBFZ}}
* Similar traits to {{clr|S|5S}} but hits with the entire pole instead of extending it out.
{{!}}-
* Smash hit can confirm into Super Dash.
{{#lsth:{{PAGENAME}}/Data|j.H}}
This is Goku's main air combo extender. As a neutral tool, it shares some of the same downsides with {{clr|S|5S}}, though it's slightly better since the entire pole has a hitbox. Not an answer towards Super Dash, but at times can catch it depending on distance and if the move is already out.
{{!}}-
{{Description|7|text=
* Launches outwards instead of down
* Has a hitbox behind Goku to the point that it works like a traditional Street Fighter crossup
* Great for sparking corner loops
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.S</font>======
===<big>{{clr|H|j.2H}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.S
|input=j.2H
|image=DBFZ_GTGoku_jS.png |caption=The Neutch
|description=
|data=
* Stops all air momentum.
{{AttackDataHeader-DBFZ}}
* Smash on air-to-air, gives SKD.
{{!}}-
As a blockstring, {{clr|S|2S}} > {{clr|H|j.2H}} is a low > high that can be used really late into the string. It's not a true blockstring (12f gap) and {{clr|H|j.2H}} can be easily anti-aired, but if they choose to block, then this leaves Goku at +4 at minimum.
{{#lsth:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{Description|7|text=
* Unlike 5H, hits with the entire pole instead of extending it out.
* Pole doesn't have hurtbox
* Smash hit can confirm into Super Dash
* Main air combo extender.
}}
}}


======<font style="visibility:hidden;font-size:0">j.2H</font>======
As a combo ender, it's mostly used when Goku doesn't have any assists backing him up. The oki is better than {{clr|M|j.214M}}, and he can connect any super upon landing.
{{MoveData
|name=j.2H
|image=DBFZ_GTGoku_j2H.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{Description|7|text=
* Smash on air-to-air, gives SKD
Lets Goku combo into Super Kamehameha more easily than 214M.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">j.2S</font>======
===<big>{{clr|S|j.2S}}</big>===
{{MoveData
{{DBFZ_Move_Card
|name=j.2S
|input=j.2S
|image=DBFZ_GTGoku_j2S.png |caption=PoGoku
|description=
|data=
* Falls straight down and then recovers in the air. Only hits once he touches the ground.
{{AttackDataHeader-DBFZ}}
* Can be aimed with {{clr|S|j.1S}} or {{clr|S|j.3S}}.
{{!}}-
* After touching the ground, is whiff cancellable to {{clr|S|j.S}}, {{clr|H|j.2H}}, specials and supers, and can also choose the direction he hops to with {{Ni|4}} or {{Ni|6}}. {{clr|S|j.1S}} and {{clr|S|j.2S}} default to hopping backward, {{clr|S|j.3S}} hops forward.
{{#lsth:{{PAGENAME}}/Data|j.2S}}
Since all of Goku's air normals are either stubby or incredibly slow, he won't be doing typical IAD cross-ups like most characters (without set-ups). So instead, he'll be mixing left/right with this move. It's still rather slow, but is really ambiguous.
{{!}}-
{{Description|7|text=
* Only hits once he touches the ground
* Can be aimed with 1S and 3S
* Can be followed up with j.S or special attacks even on whiff


Fastfall. Not perfect, but it has plenty use in opening up the opponent. Goku recovers quite quickly after landing, which allows him to go straight into j.L
{{clr|S|2S}} > {{clr|S|j.3S}} covered with the assist is a high/low set-up with delay airdash high and land low. {{clr|S|2S}} > delay {{clr|S|j.3S}} is also a cross-up.
}}
}}
}}


==Special Moves==
==Special Moves==
======<font style="visibility:hidden;font-size:0">Dragon Flurry Fist</font>======
===<big>Dragon Flurry Fist</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|name=Dragon Flurry Fist
{{DBFZ_Move_Card
|input=236L/M/H (Air OK)
|input=236L,236M,236H,j.236L,j.236M,j.236H
|image=DBFZ_GTGoku_DragonFlurryFist.png |caption=
|description=
|data=
; All Versions
{{AttackDataHeader-DBFZ|version=yes}}
* Auto-followup only comes out on hit.
{{!}}-
* Frame advantage on block is fixed.
{{Description|8|text=
* {{clr|M|M}}/{{clr|H|H}} versions will cause friendly assist characters to leave.
* Followup doesn't come out on block
----
* Smash hit wall bounces
; {{clr|L|236L}}
}}
* Relatively short range.
{{AttackVersion|name=Ground L}}
* {{clr|M|5MMM}} wall bounces.
{{#lsth:{{PAGENAME}}/Data|236L}}
Mostly useful for ending blockstrings, particularly with Kid Buu A backing him up. If you're solo it's generally better to end your blockstrings with {{clr|L|214L}} as it lets you backdash away to safety. Excellent for Special Tag combos as the second hit activates after the superdash connects, leaving your tagged character heavily advantageous.
{{!}}-
----
{{AttackVersion|name=Air L}}
; {{clr|M|236M}}
{{#lsth:{{PAGENAME}}/Data|j.236L}}
* Pauses for a bit before charging just over halfscreen.
{{!}}-
* Smash hit wall splats. Will re-center the opponent without Smash.
{{Description|8|text=
* Essential combo extender in the corner.
Short-ranged charge that doesn't consume smash.
Unlike {{clr|L|236L}}, {{clr|M|236M}} has a property where it will launch the opponent the same way every time. Usually this is only used when you have Smash left, but {{clr|M|236M}} will always re-center the opponent, making it amazing for combos into supers. It's also great for assist extensions, but it only works with faster assists.
}}
----
{{AttackVersion|name=Ground M}}
; {{clr|H|236H}}
{{#lsth:{{PAGENAME}}/Data|236M}}
* Range of M version with speed of L version.
{{!}}-
* Smash hit wall bounces. Can be followed up with dash {{clr|L|5LL}}.
{{AttackVersion|name=Air M}}
Extremely fast and low commitment, always -3 on block regardless of distance, beats any form of challenge since it's a hitgrab, and leads to a corner carry combo on hit. Amazing lariat that shines as both a movement tool and whiff punisher. It's both hard to challenge and hard to punish.
{{#lsth:{{PAGENAME}}/Data|j.236M}}
 
{{!}}-
After a DR tech in the corner, Goku can throw this out to regain advantage. If it hits he gets a combo, if it's blocked the opponent is forced onto the ground and he's +1 in the air.
{{Description|8|text=
* Consumes Smash on hit.
* Essential combo extender in the corner
Goku will latch onto the opponent and begin blasting them on hit, before knocking them back for a short wallbounce.
<br>
Using Reverse Kamehameha (214S) immediately will allow you to extend combos in the corner after j.236M. Or you can superdash.
}}
{{AttackVersion|name=Ground H}}
{{#lsth:{{PAGENAME}}/Data|236H}}
{{!}}-
{{AttackVersion|name=Air H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{Description|8|text=
* Wallbounces even midscreen after Smash hit.
Disgusting. Beats everything that isn't armored or invincible. Safe on block. Massive damage if you happen to hit the opponent with it, even midscreen. The ultimate roundstart tool.
The air version is also fantastic for stuffing the opponents' approaches and dealing immense damage. Otherwise, j.214H is better if the opponent is playing a bit too passively.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Dragon Flash Fist</font>======
===<big>Dragon Flash Fist</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''}}
|name=Dragon Flash Fist
{{DBFZ_Move_Card
|input=214L/M/H (Air OK)
|input=214L,214M,214H,j.214L,j.214M,j.214H
|image=DBFZ_GTGoku_DragonFlashFist.png |caption=Neutral: REDUX
|description=
|data=
; All Versions
{{AttackDataHeader-DBFZ|version=yes}}
* Bounces back and recovers in the air after attacking.
{{!}}-
* All hits besides the last one launch.
{{Description|8|text=
* Has access to air options after recovery
* Smash on the last hit, ground bounce SKD
* Considered a beam projectile.
* Considered a beam projectile.
}}
Excellent as a post-superdash option as it's not technically a Head property move.
{{!}}-
 
{{AttackVersion|name=Ground L}}
Since all versions always give an identical ground bounce, Goku can always end his corner combos with 214X or j.214X into assist and {{clr|L|5LLL}} for Spirit Bomb setups.
{{#lsth:{{PAGENAME}}/Data|214L}}
----
{{!}}-
; {{clr|L|214L}}
{{AttackVersion|name=Air L}}
* Stays mostly in place.
{{#lsth:{{PAGENAME}}/Data|j.214L}}
* Last hit causes a ground bounce that also forces soft knockdown.
{{!}}-
Filler for assisted combos since it doesn't Smash. Okay in neutral since it's a fast big orb right in front of Goku, stopping most approaches.
{{Description|8|text=
 
* Gives a short groundbounce.
{{clr|H|2H}} > {{clr|L|j.214L}} is a true string that leaves you completely safe.
* Does not cause a slide knockdown.
----
Mostly just combo filler, or a way to annoy an opponent trying to 2H you.
; {{clr|M|214M}}
}}
* Leaps forward farther than {{clr|L|214L}}.
{{!}}-
* Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L version.
{{AttackVersion|name=Ground M}}
Alternate combo ender to {{clr|H|j.2H}}, though it's almost always a better ender in the corner.
{{#lsth:{{PAGENAME}}/Data|214M}}
 
{{!}}-
----
{{AttackVersion|name=Air M}}
; {{clr|H|214H}}
{{#lsth:{{PAGENAME}}/Data|j.214M}}
* {{clr|H|214H}} tracks the opponent's horizontal position, goes fullscreen and won't overshoot.
{{!}}-
* Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L versions.
{{Description|8|text=
Combined with an assist, this is a risk-free approach since it cannot be anti-aired unless Goku is hit before he pulls his orb out, though the reward on block or hit is not that great compared to similar tracking attacks. Try to confirm Vanish before the last hit so you can keep your sliding knockdown if you're solo.
* Standard Air Combo ender
* Does not combo into 236L+M midscreen
Slide knockdown and groundbounce on demand. Goku recovers and lands rather quickly after this, which can allow for "combo extensions" after calling an assist.
}}
{{!}}-
{{AttackVersion|name=Ground H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
{{!}}-
{{AttackVersion|name=Air H}}
{{#lsth:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{Description|8|text=
* Tracks opponents' horizontal position.  
Very, very fast. The tracking on the air version is akin to Trunks' 236M. Outright skips neutral in most cases, combined with an assist it instantly puts the opponent on the defensive at the cost of a bar.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Kamehameha</font>======
===<big>Kamehameha</big>===
{{MoveData
{{InputBadge|'''{{clr|S|236S}} (Hold OK)'''}} or {{InputBadge|'''{{clr|S|j.236S}}'''}}
|name=Kamehameha
{{DBFZ_Move_Card
|input=236S (Air OK)
|input=236S,j.236S
|image=DBFZ_GTGoku_Kamehameha.png |caption=
|description=
|data=
; {{clr|S|236S}}
{{AttackDataHeader-DBFZ|version=yes}}
* Angled slightly upward.
{{!}}-
* Hold S to charge and start running (data in [] refers to maximum charge without running back).
{{AttackVersion|name=Ground}}
* Hold {{Ni|4}} during the charge to shimmy backward.
{{#lsth:{{PAGENAME}}/Data|236S}}
* Can be cancelled into SD.
{{!}}-
* Has Ki Blast Invul until the beam is released.
{{Description|8|text=
Not all that great without having an assist to cover its recovery. Frametraps out of {{clr|M|M}}/{{clr|H|H}} normals, but doesn't catch frame 4 reversals like Vanish. Punishable gap if used from a light normal other than {{clr|L|5LL}}.
* Upward beam
----
* Hold S to charge and start running (data in [] refers to maximum charge without running back)
; {{clr|S|j.236S}}
* Hold {{4}} during the charge to shimmy backward
* Stops all air momentum.
}}
* Slightly angled downward.
{{!}}-
* Can be cancelled into SD.
{{AttackVersion|name=Air}}
Can be used the same way as SS Goku's j.236S2. Controls a giant part of the screen which is great since GT Goku does not have any other projectiles. {{clr|H|2H}} (blocked) > {{clr|S|j.236S}} has a 3f gap so it can't be challenged without invincible reversals. This is another way for GT Goku to get in if he has meter, and his main way of doing so without assists. However, the beam doesn't cover right underneath him. Since his hurtbox is tiny, the opponent can run under it and punish if it's being thrown out willy-nilly.
{{#lsth:{{PAGENAME}}/Data|j.236S}}
{{!}}-
{{Description|8|text=
* Cell's downward beam.
Useful for neutral control, but not ideal if the opponent is too close as they can run under it and punish.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Reverse Kamehameha</font>======
===<big>Reverse Kamehameha</big>===
{{MoveData
{{InputBadge|'''{{clr|S|214S}} (Air OK)'''}}
|name=Reverse Kamehameha
{{DBFZ_Move_Card
|input=214S (Air OK)
|input=214S,j.214S
|image=DBFZ_GTGoku_ReverseKamehameha.png |caption=Who ordered 8 years of hitstun?
|description=
|data=
* Pauses for a bit, shoots a blast behind him and then dashes forward.
{{AttackDataHeader-DBFZ|version=yes}}
* Blast does more damage and hitstun/blockstun than headbutt.
{{!}}-
* On block, blast jails into Vanish, while headbutt makes Goku recover in the air.
{{AttackVersion|name=Ground}}
* Direction + S allows 2 extra dashes even on whiff or block.
{{#lsth:{{PAGENAME}}/Data|214S}}
* No direction + S does {{clr|S|j.236S}}, if Goku hasn't used all of his air options yet.
{{!}}-
* Can be aimed diagonally. The first hit can only be {{Ni|9}}, {{Ni|6}}, {{Ni|3}}, while the next 2 can be all 6 directions beside {{Ni|8}} and {{Ni|2}}.
{{AttackVersion|name=Air}}
{{#lsth:{{PAGENAME}}/Data|j.214S}}
{{!}}-
{{Description|8|text=
* Blast does more damage and histun than headbutt
* Can be aimed diagonally
:* Upward: Blast ground bounces
:* Upward: Blast ground bounces
:* Sideways: Blast wall bounces
:* Sideways: Blast wall bounces
:* Downward: Headbutt ground bounces
:* Downward: Headbutt ground bounces
* Low recovery, headbutt pop up on block, has access to air options
* First dash of grounded version does not have Head property.
* Direction + S allows 2 extra dashes even on whiff, block
Incredibly useful combo tool, allowing Goku to convert from {{clr|S|j.2S}}, raw SD, and of course, solo combo into Spirit Bomb.
* No direction + S does j.236S, if Goku haven't spent all of his dashes yet
 
A very useful combo tool, giving GT Goku silly conversions even midscreen, or off of superdash in the corner. That's not entirely why this is amazing, however.
Can be used as frame trap since it doesn't Smash, cannot be {{clr|H|2H}}'d, and Goku can solo convert off of this without meter if he's in the corner.


Enables combos into GT Goku's Spirit Bomb off of 5LLL. Simply corner the opponent, autocombo, then blast GT Goku diagonally into the opponent (7), then blast the opponent in the face (3). Quickly input Spirit Bomb afterwards. This is a ''massive'' part of what makes GT Goku so good, and should be learned immediately.
In neutral, Goku can use this to escape the corner, or even use the downward dive to approach.
<br>
Alternatively, you can spend an extra bar on vanish in the air after a combo and simply input 214S > 3S into Spirit Bomb. Much easier, but the loss of a bar can result in a less ideal situation. It's still very ideal, all things considered.
}}
}}
==Z Assists==
===<big>Assist A</big>===
{{InputBadge|'''Kamehameha'''}}
{{DBFZ_Move_Card
|input=Assist A
|description=
* Ground beam, runs slightly forward before charging in place.
* Cuts off the far upper corner of the screen, preventing superjumps completely.
* Ridiculous hitstun. Almost always combos into Super Dash.
* Very low blockstun for a beam assist. Advantage is better on air block, but they can still act before they hit the ground.
Although with very poor startup, it is a phenomenal anti-air once it actually fires thanks to the excellent angle the beam covers, and its hitstun. Unfortunately, that's all it's good for thanks to its blockstun being bad both for tick throw characters and pressure characters, as well as immense startup. Another weakness is its inability to hit grounded opponents beyond close range. Unlike every other beam assist, opponents can sit below the beam, and are free to challenge your point character if they decide to run under it.
If your team desperately needs an anti-air, this can still be a good choice.
}}
}}


==Assist==
===<big>Assist B</big>===
{{MoveData
{{InputBadge|'''Dragon Flash Fist'''}}
|name=Kamehameha
{{DBFZ_Move_Card
|input=A1/A2
|input=Assist B
|image=DBFZ_GTGoku_Kamehameha.png |caption=
|description=
|data=
* Causes a ground bounce.
{{AttackDataHeader-DBFZ}}
* Very fast for the amount of hitstun and blockstun it has.
{{!}}-
GT Goku's B assist is an incredible pressure assist, an area his A assist is generally weak in. The combination of fast startup, high blockstun and large hitbox make it great at pinning down the opponent, allowing the point character to go for their most potent mix-ups. Its high hitstun also makes it a very reliable combo filler for pretty much any grounded or air-to-ground combo.
{{#lsth:{{PAGENAME}}/Data|A1/A2}}
 
{{!}}-
In neutral, it's generally limited to defensive strategies due to its lack of range. It makes up for that with its incredibly fast startup however, and careless opponents may find themselves running straight into it.
{{Description|7|text=
* Ground beam, runs slightly forward
This assist is incredible. It's blockstun may be average for a beam, but the angle at which this fires makes it a prime neutral tool. It cuts off a huge section of the screen and forces the opponent to block at around superjump height, where a lot of people like to play. Blocking it drags them to the ground, allowing for your point character to run up and get pressure. On top of the upsides on block, it also has very high advantage on hit, allowing for superdash confirms pretty much everywhere. This assist is mad good. Use it.
}}
}}
===<big>Assist C</big>===
{{InputBadge|'''Power Pole'''}}
{{DBFZ_Move_Card
|input=Assist C
|description=
* Average blockstun. Range is worthless given it tracks.
* It's a C assist alright.
Using this will have the same impact as seeing SF4 Ryu pick Metsu Shoryuken or +R Sol use Dragon Install in neutral - your opponent will know immediately that you just don't care. There is no reason to use this assist.
}}
}}


==Super Moves==
==Super Moves==
======<font style="visibility:hidden;font-size:0">Super Kamehameha</font>======
===<big>Super Kamehameha</big>===
{{MoveData
{{InputBadge|'''{{clr|L|236L}}+{{clr|M|M}}'''}} or {{InputBadge|'''{{clr|H|236H}}+{{clr|S|S}}'''}}
|name=Super Kamehameha
{{DBFZ_Move_Card
|input=236L+M or 236H+S
|input=236L+M
|image=DBFZ_GTGoku_SuperKamehameha.png |caption=Woah, an original attack that I've never seen before!
|description=
|data=
* Costs 1 Ki gauge.
{{AttackDataHeader-DBFZ}}
* Damage is increased when a teammate is downed.
{{!}}-
{{#lsth:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{Description|7|text=
* Cost 1 Ki gauge
* Minimum damage: 72*10 [87*10]
* Minimum damage: 72*10 [87*10]
* Damage increased when a teammate is downed
GT Goku's DHC super. Since you're most likely to run him mid or anchor, you're more likely to see the enhanced version than not. The 150 additional damage makes a huge difference.
Goku becomes a Super Saiyan temporarily and then fires the beam. If a teammate is downed, he'll become Super Saiyan 3 instead.
<br>
Comboing into this from 214M knockdowns can be difficult midscreen without a DHC to back Goku up.
}}
}}
}}


======<font style="visibility:hidden;font-size:0">Dragon Fist Explosion</font>======
===<big>Dragon Fist Explosion</big>===
{{MoveData
{{InputBadge|'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''}}
|name=Dragon Fist Explosion
{{DBFZ_Move_Card
|input=214L+M (Air OK)
|input=214L+M,j.214L+M
|image=DBFZ_GTGoku_DragonFistExplosion.png |caption=
|description=
|image2=DBFZ_GTGoku_DragonFistExplosion2.png |caption2='''''"I'll put everything I got into this punch!'''''
* Costs 3 Ki gauges.
|data=
* Goes halfscreen. Switches sides on hit.
{{AttackDataHeader-DBFZ|version=yes}}
* Damage is increased when a teammate is downed, but oki is unchanged.
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:{{PAGENAME}}/Data|j.214LM}}
{{!}}-
{{Description|8|text=
* Cost 3 Ki gauges
* Minimum damage: 1659 [1859]
* Minimum damage: 1659 [1859]
* Once the attack is finished, Goku falls from the sky in the opposite direction from his opponent. Will take opponents out of the corner.
GT Goku's main level 3 now that Ultra Spirit Bomb no longer has a hard knockdown. He doesn't exactly get wizardry off this, but it still has more than enough advantage to maintain pressure. Your only real pressure option is to do an IAD, but there's still plenty of trickery, as IAD {{clr|L|j.L}} will whiff (allowing for land {{clr|L|2L}} or DR to be visually confusing). Adding a delay will allow it to connect, and {{clr|L|j.LL}} is a double overhead. Otherwise, you have {{clr|M|j.M}} for another double overhead setup and {{clr|H|j.H}} for frame advantage.
* When a teammate is downed, Goku gets so angry that he becomes '''Super Saiyan 4'''! During Super Saiyan 4, He gets a Left-Right Oki Mixup and a large increase in damage
}}
}}
===<big>Super Ultra Spirit Bomb</big>===
{{InputBadge|'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''}}
{{DBFZ_Move_Card
|input=214H+S,j.214H+S
|description=
* Costs 3 Ki gauges.
* Minimum damage: 39*31, 159 (1368)
* Teleports backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from the corner, will teleport out and throw the bomb back in.
* Recovers in the air almost immediately after he throws it. Bomb only disappears if Goku is hit.
* Combos afterward don't receive Super Scaling. Soft knockdown if the opponent is left falling to the ground.
* Can be Level 3 DHC'd into if you have a downed character by Level 3 DHCing into that character's slot.
There are 2 common ways to combo into this super. Both require the corner, though he can combo into it midsceen as well. First is {{clr|L|5LLL}} > {{clr|S|214S}}[8]~{{clr|S|1S}} > {{clr|H|j.214H}}+{{clr|S|S}}, the second is anything > Vanish > delay {{clr|S|j.214S}}~{{clr|S|1S}} > {{clr|H|j.214H}}+{{clr|S|S}}. Afterward, you can either airdash j.DR for a sliding knockdown (if you still have air options), or land, dash DR > {{clr|M|236M}} for optimal bar dump, though it's slightly harder.
}}
}}


======<font style="visibility:hidden;font-size:0">Super Ultra Spirit Bomb</font>======
==Colors==
{{MoveData
{{DBFZColors}}
|name=Super Ultra Spirit Bomb
|input=214H+S (Air OK)
|image=DBFZ_GTGoku_SuperUltraSpiritBomb.png |caption=The best Level 3 in the game. Goku takes something from his father.
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{AttackVersion|name=Ground}}
{{#lsth:{{PAGENAME}}/Data|214HS}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:{{PAGENAME}}/Data|j.214HS}}
{{!}}-
{{Description|8|text=
* Cost 3 Ki gauges
* Minimum damage: 59*32
* Similar to Broly HS Meteor: short recovery, can be solo combo'd into, has a wide variety of followups, doesn't trigger super scaling, disappears if Goku gets hit
* Without followups, a hard knockdown. Goku recovers extremely quickly. This combined with his normals and tools enables the best okizeme in the game.
* Unlike Base Goku's Spirit Bomb, it doesn't give a huge burst of damage at the end of the attack.
Similar to Base Goku, Goku teleports high up onto the screen, charges a Spirit Bomb, and throws it at the opponent. This is different from Base Goku's in that you can combo into it solo [[DBFZ/GT_Goku#5L|very]][[DBFZ/GT_Goku#Reverse Kamehameha| eASILY]], and that you can combo ''afterwards'' as well, with scaling not being affected like it might for some other supers where you can combo afterwards. With the right amount of meter, this means that GT Goku can combo two level threes in one combo (214HS and 214LM respectively) and still end with hard knockdown.
 
Of course, comboing afterwards isn't a requirement. If you want to save the meter, GT Goku has a 4-way mixup off of Super Ultra Spirit Bomb that he can easily perform due to the huge amounts of oki the move gives. It's an incredibly powerful tool for GT Goku, perhaps the best he has, as it not only increases his combo damage tenfold, but gives him a ton to work with in terms of turning the situation in his favor.
}}
}}


==Navigation==
==Navigation==
{{#lsth:{{PAGENAME}}/Data|Links}}
<center>{{Character Label|DBFZ|GT Goku|size=32px|label=Goku (GT)}}</center>
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{DBFZ/CharacterLinks}}
{{Navbar-DBFZ}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category:Dragon Ball FighterZ]]
{{DBFZ/Navigation}}
[[Category:Goku]]

Latest revision as of 05:08, 13 December 2023

Overview

Overview

The rat monkey child, GT Goku is a very small character capable of leaping across the screen and putting opponents into nasty mixup situations. GT Goku is heavily meter dependent as his normals are honestly god awful with several weaknesses, but once he has meter he gains access to his amazing EX moves, allowing him to jump past neutral and straight into pressure should he catch the opponent off-guard. GT Goku's aerial beam is also a very helpful neutral tool, as it has a very friendly air-to-ground angle which works wondrously with Vanish to help get GT Goku into the fray. Once in, GT Goku can call assists to begin a left/right/high/low mixup train of death.

That said, GT Goku is best on your team as a mid. His very poor normals do not lend themselves nicely to solo mixup situations, even though they work great for pressure. His assist selection is also a bit mixed; his B assist is relatively strong but his A and C assists are both slow to come out and not helpful for pressure, although they still work fine for neutral. If you want GT Goku on your team, put him mid so he can exploit his meter gain.

Played properly, GT Goku can use his short stature and nimbleness to run a blender on opponents.
GT Goku
DBFZ GT Goku Portrait.png
Unique Movement Options
2S
Reverse Kamehameha
Fastest Attacks
Reversals

 GT Goku is an advantageously tiny, standout all-rounder who provides good support to a team.

Pros
Cons
  • Potent Mix-up: Very long blockstrings, 3 lows (2L, 2M and 2S), and an aerial fast fall make him annoying to block.
  • Meter Efficient: Dragon Flurry Fist, Dragon Flash Fist and Super Ultra Spirit Bomb all allow him to put his meter to great use.
  • Great Staggers: 5L and 2L push him forward, allowing him to be kept in whenever he wants, and serving as excellent pressure resets.
  • High Damage Potential: In the corner, his damage output is bolstered with assist extensions and Super Ultra Spirit Bomb.
  • Tiny: Having the smallest hurtbox in the game makes it hard to hit him or even identify what GT Goku is doing.
  • Very Small Normals: All of his normals are very small and stubby, all requiring point-blank range to connect. Mixups can be inconsistent and crossups often need meter to confirm.
  • Post-Reflect: Due to his season three nerfs, his only options after being reflected (5S, Dragon Flurry Fist) leave him negative on block.

Normal Moves

5L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 6 3 12 -3
5LL 180×4 All 10 2(2)2(2)2(2)2 18 -4
5LLL 1000 Throw U3+ 11 1 20 (whiff)
5L
  • Pushes Goku forward a bit, giving it deceptive range.
  • Has next to zero knockback on air hit, allowing him to convert into 5LL.
  • 4LL is available on clash only.

Very strong button, but it has its weaknesses. It advances very far forwards for how small it looks, but the vertical range leaves a lot to be desired. Challenging with this after 6M is likely to get stuffed because of this.


5LL
  • Not an anti-reflect string after 5L anymore. Very punishable on whiff, especially because 5LLL is a grab.
  • Has next to zero knockback on air hit. On some characters it requires a delay to combo into 2M, but 5M is universal.

Better than most 5LL on block, since it locks down the opponent for longer as Goku stalls for his assist to regen. Scales combos like a medium button but eats up the combo timer.


5LLL
  • Switches sides on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

Very commonly used for back-to-corner combos and to combo into Spirit Bomb. Good for sideswaps in general, but will always lead to less damage than the same-side combo.

Like the other 5LLL grabs, Goku can also tick throw with low-blockstun assists, though this isn't crucial for him as he has numerous other options to open opponents up.

5M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 All 10 4 22 -7
  • Advances forward a respectable distance.
  • Fixed frame disadvantage. No matter how meaty, it will always be -7.

If you get tagged by this in the corner, you're going to die. Makes for a decent stagger tool every once and a while, but being -7 means it's riskier than normal.

5H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1 13 5 19 -2
  • Leads to a rejump in the corner, with or without Smash.

Essentially a less useful 5M. Mostly blockstring/combo filler, he has better options for neutral.

5S

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 All U1+ 20 5 20 -2
  • Near-fullscreen physical strike that does not have any hurtbox.
  • The pole's hitbox is at the tip and travels forward like a projectile.
  • Wall splats on Smash hit, can confirm into SD.

Rather slow, loses to projectiles, controls a very limited space, reward on hit is rather lacking. Don't whiff this.

Is not seen often due to GT Goku already having better neutral tools, but good to throw out from time to time.

2L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 13 -4
  • 2L slides forwards, but 2LL does not.

While the slide sounds pretty good, from a blockstring into 214L airdash high/land low, even in the corner, 2L will whiff against most of the cast. You'll mostly be using 2M for the mix even if it's slower.

2M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 10 4 18 -6
  • Shorter range than 5M, but goes further than 2L.

Not something you can throw out in neutral, as it's small and low to the ground. GT's highest damage midscreen starter, but usually leads to less than 5M in the corner. Makes a decent stagger tool but keep in mind that it's jab punishable by most of the cast.

2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 All U1+ 13 3 27 -15
  • Universal anti-air, faster than the average 2H.
  • Puts Goku in the air.
  • On Smash hit, combos into SD.

About the same as all of the other Goku's 2H. It's not fantastic, but it'll do. Make it safe with 214L.

2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 14 2 15+5L [9 if cancelled into air action] -5 [+1]
  • Vaults almost fullscreen. Hold 4 during startup to leap half as far.
  • Recovers in mid-air and has access to air options.
  • Whiff cancellable into j.S, j.2H, j.2S, specials and supers.
  • On block or hit, can be cancelled early into grounded attacks.

Because of its landing recovery you won't be using it by itself. Sets up a 50/50 with 2S > j.2S with high-blockstun assists.

6M

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 10 0
  • Universal overhead. Uses hit and hurtboxes of j.H.

GT Goku's terrible ground normals make it difficult to challenge if your opponent blocks 6M. If the opponent jumps, they'll escape his 5L and 2L.

j.L

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 4 10

It's a tiny jab.

j.M

Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 9 4 14

It's a tiny kick. Better than j.H in terms of mix-up potential because of its chain into j.L, but in terms of a single hit j.H is better.

j.H

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 [1000] High [D3+] 11 6 18
5LLLLLLL
  • Dynamic hit can wall bounce.

j.H
  • Launches forward instead of down.

Faster than most j.H makes this the preferred jump-in compared to j.M, since j.H does more damage, has more range, and is almost equally as fast.

  • can be cancelled into jump.

j.S

Damage Guard Smash Startup Active Recovery On-Block Invuln
750 All U1+ 18 3 19
  • Temporarily stalls momentum.
  • Similar traits to 5S but hits with the entire pole instead of extending it out.
  • Smash hit can confirm into Super Dash.

This is Goku's main air combo extender. As a neutral tool, it shares some of the same downsides with 5S, though it's slightly better since the entire pole has a hitbox. Not an answer towards Super Dash, but at times can catch it depending on distance and if the move is already out.

j.2H

Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1 18 4 14+5L
  • Stops all air momentum.
  • Smash on air-to-air, gives SKD.

As a blockstring, 2S > j.2H is a low > high that can be used really late into the string. It's not a true blockstring (12f gap) and j.2H can be easily anti-aired, but if they choose to block, then this leaves Goku at +4 at minimum.

As a combo ender, it's mostly used when Goku doesn't have any assists backing him up. The oki is better than j.214M, and he can connect any super upon landing.

j.2S

Damage Guard Smash Startup Active Recovery On-Block Invuln
400 All 14, Until Landing 2 14 (air), 28 (landing) -2
  • Falls straight down and then recovers in the air. Only hits once he touches the ground.
  • Can be aimed with j.1S or j.3S.
  • After touching the ground, is whiff cancellable to j.S, j.2H, specials and supers, and can also choose the direction he hops to with 4 or 6. j.1S and j.2S default to hopping backward, j.3S hops forward.

Since all of Goku's air normals are either stubby or incredibly slow, he won't be doing typical IAD cross-ups like most characters (without set-ups). So instead, he'll be mixing left/right with this move. It's still rather slow, but is really ambiguous.

2S > j.3S covered with the assist is a high/low set-up with delay airdash high and land low. 2S > delay j.3S is also a cross-up.

Special Moves

Dragon Flurry Fist

236L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 300 / 300,850 All 9 6 18 -3 (forced)
236M 300 / 300,100×2,950 All U1+ 16 10 18 -3 (forced)
236H 300 / 300,150×4,1000 All U1+ 9 10 18 -3 (forced)
j.236L 300 / 300,800 All 9 6 19
j.236M 300 / 300,100×2,900 All U1+ 16 10 20
j.236H 300 / 300,100×4,900 All U1+ 9 10 20
All Versions
  • Auto-followup only comes out on hit.
  • Frame advantage on block is fixed.
  • M/H versions will cause friendly assist characters to leave.

236L
  • Relatively short range.
  • 5MMM wall bounces.

Mostly useful for ending blockstrings, particularly with Kid Buu A backing him up. If you're solo it's generally better to end your blockstrings with 214L as it lets you backdash away to safety. Excellent for Special Tag combos as the second hit activates after the superdash connects, leaving your tagged character heavily advantageous.


236M
  • Pauses for a bit before charging just over halfscreen.
  • Smash hit wall splats. Will re-center the opponent without Smash.
  • Essential combo extender in the corner.

Unlike 236L, 236M has a property where it will launch the opponent the same way every time. Usually this is only used when you have Smash left, but 236M will always re-center the opponent, making it amazing for combos into supers. It's also great for assist extensions, but it only works with faster assists.


236H
  • Range of M version with speed of L version.
  • Smash hit wall bounces. Can be followed up with dash 5LL.

Extremely fast and low commitment, always -3 on block regardless of distance, beats any form of challenge since it's a hitgrab, and leads to a corner carry combo on hit. Amazing lariat that shines as both a movement tool and whiff punisher. It's both hard to challenge and hard to punish.

After a DR tech in the corner, Goku can throw this out to regain advantage. If it hits he gets a combo, if it's blocked the opponent is forced onto the ground and he's +1 in the air.

Dragon Flash Fist

214L/M/H (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 450, 100×5 All 15 19 20 (air), 26 (ground) -5
214M 500, 100×5 All D1 17 19 20 (air), 29 (ground) -5
214H 900, 100×5 All D1 15-23 20 (air), 26 (ground) -5
j.214L 450, 100×5 All 13 19 19
j.214M 500, 100×5 All D1 15 19 19
j.214H 900, 100×5 All D1 13-27 19 18
All Versions
  • Bounces back and recovers in the air after attacking.
  • All hits besides the last one launch.
  • Considered a beam projectile.

Excellent as a post-superdash option as it's not technically a Head property move.

Since all versions always give an identical ground bounce, Goku can always end his corner combos with 214X or j.214X into assist and 5LLL for Spirit Bomb setups.


214L
  • Stays mostly in place.
  • Last hit causes a ground bounce that also forces soft knockdown.

Filler for assisted combos since it doesn't Smash. Okay in neutral since it's a fast big orb right in front of Goku, stopping most approaches.

2H > j.214L is a true string that leaves you completely safe.


214M
  • Leaps forward farther than 214L.
  • Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L version.

Alternate combo ender to j.2H, though it's almost always a better ender in the corner.


214H
  • 214H tracks the opponent's horizontal position, goes fullscreen and won't overshoot.
  • Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L versions.

Combined with an assist, this is a risk-free approach since it cannot be anti-aired unless Goku is hit before he pulls his orb out, though the reward on block or hit is not that great compared to similar tracking attacks. Try to confirm Vanish before the last hit so you can keep your sliding knockdown if you're solo.

Kamehameha

236S (Hold OK) or j.236S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 262×5 All 20 [39] 25 21 -16 (point blank)
j.236S 262×5 All 18 25
236S
  • Angled slightly upward.
  • Hold S to charge and start running (data in [] refers to maximum charge without running back).
  • Hold 4 during the charge to shimmy backward.
  • Can be cancelled into SD.
  • Has Ki Blast Invul until the beam is released.

Not all that great without having an assist to cover its recovery. Frametraps out of M/H normals, but doesn't catch frame 4 reversals like Vanish. Punishable gap if used from a light normal other than 5LL.


j.236S
  • Stops all air momentum.
  • Slightly angled downward.
  • Can be cancelled into SD.

Can be used the same way as SS Goku's j.236S2. Controls a giant part of the screen which is great since GT Goku does not have any other projectiles. 2H (blocked) > j.236S has a 3f gap so it can't be challenged without invincible reversals. This is another way for GT Goku to get in if he has meter, and his main way of doing so without assists. However, the beam doesn't cover right underneath him. Since his hurtbox is tiny, the opponent can run under it and punish if it's being thrown out willy-nilly.

Reverse Kamehameha

214S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214S 700, 500 All 11, 25 3 (blast), 9 (headbutt) 30+15L -4 11-42 Guard
j.214S 700, 500 All 11, 25 3 (blast), 9 (headbutt) 30+15L -4 11-42 Guard
  • Pauses for a bit, shoots a blast behind him and then dashes forward.
  • Blast does more damage and hitstun/blockstun than headbutt.
  • On block, blast jails into Vanish, while headbutt makes Goku recover in the air.
  • Direction + S allows 2 extra dashes even on whiff or block.
  • No direction + S does j.236S, if Goku hasn't used all of his air options yet.
  • Can be aimed diagonally. The first hit can only be 9, 6, 3, while the next 2 can be all 6 directions beside 8 and 2.
  • Upward: Blast ground bounces
  • Sideways: Blast wall bounces
  • Downward: Headbutt ground bounces
  • First dash of grounded version does not have Head property.

Incredibly useful combo tool, allowing Goku to convert from j.2S, raw SD, and of course, solo combo into Spirit Bomb.

Can be used as frame trap since it doesn't Smash, cannot be 2H'd, and Goku can solo convert off of this without meter if he's in the corner.

In neutral, Goku can use this to escape the corner, or even use the downward dive to approach.

Z Assists

Assist A

Kamehameha

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×5 All 40 25 +34
  • Ground beam, runs slightly forward before charging in place.
  • Cuts off the far upper corner of the screen, preventing superjumps completely.
  • Ridiculous hitstun. Almost always combos into Super Dash.
  • Very low blockstun for a beam assist. Advantage is better on air block, but they can still act before they hit the ground.

Although with very poor startup, it is a phenomenal anti-air once it actually fires thanks to the excellent angle the beam covers, and its hitstun. Unfortunately, that's all it's good for thanks to its blockstun being bad both for tick throw characters and pressure characters, as well as immense startup. Another weakness is its inability to hit grounded opponents beyond close range. Unlike every other beam assist, opponents can sit below the beam, and are free to challenge your point character if they decide to run under it.

If your team desperately needs an anti-air, this can still be a good choice.

Assist B

Dragon Flash Fist

Damage Guard Smash Startup Active Recovery On-Block Invuln
200, 4×140 All 20 +40
  • Causes a ground bounce.
  • Very fast for the amount of hitstun and blockstun it has.

GT Goku's B assist is an incredible pressure assist, an area his A assist is generally weak in. The combination of fast startup, high blockstun and large hitbox make it great at pinning down the opponent, allowing the point character to go for their most potent mix-ups. Its high hitstun also makes it a very reliable combo filler for pretty much any grounded or air-to-ground combo.

In neutral, it's generally limited to defensive strategies due to its lack of range. It makes up for that with its incredibly fast startup however, and careless opponents may find themselves running straight into it.

Assist C

Power Pole

Damage Guard Smash Startup Active Recovery On-Block Invuln
45 [20] +29
  • Average blockstun. Range is worthless given it tracks.
  • It's a C assist alright.

Using this will have the same impact as seeing SF4 Ryu pick Metsu Shoryuken or +R Sol use Dragon Install in neutral - your opponent will know immediately that you just don't care. There is no reason to use this assist.

Super Moves

Super Kamehameha

236L+M or 236H+S

Damage Guard Smash Startup Active Recovery On-Block Invuln
250×10 [300×10] All UDV 10+4
  • Costs 1 Ki gauge.
  • Damage is increased when a teammate is downed.
  • Minimum damage: 72*10 [87*10]

GT Goku's DHC super. Since you're most likely to run him mid or anchor, you're more likely to see the enhanced version than not. The 150 additional damage makes a huge difference.

Dragon Fist Explosion

214L+M (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 4059 [4859] All UDV 9+3
j.214L+M 4059 [4859] All UDV 9+3
  • Costs 3 Ki gauges.
  • Goes halfscreen. Switches sides on hit.
  • Damage is increased when a teammate is downed, but oki is unchanged.
  • Minimum damage: 1659 [1859]

GT Goku's main level 3 now that Ultra Spirit Bomb no longer has a hard knockdown. He doesn't exactly get wizardry off this, but it still has more than enough advantage to maintain pressure. Your only real pressure option is to do an IAD, but there's still plenty of trickery, as IAD j.L will whiff (allowing for land 2L or DR to be visually confusing). Adding a delay will allow it to connect, and j.LL is a double overhead. Otherwise, you have j.M for another double overhead setup and j.H for frame advantage.

Super Ultra Spirit Bomb

214H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214H+S 4728 All UDV 12+1
j.214H+S 4728 All UDV 25
  • Costs 3 Ki gauges.
  • Minimum damage: 39*31, 159 (1368)
  • Teleports backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from the corner, will teleport out and throw the bomb back in.
  • Recovers in the air almost immediately after he throws it. Bomb only disappears if Goku is hit.
  • Combos afterward don't receive Super Scaling. Soft knockdown if the opponent is left falling to the ground.
  • Can be Level 3 DHC'd into if you have a downed character by Level 3 DHCing into that character's slot.

There are 2 common ways to combo into this super. Both require the corner, though he can combo into it midsceen as well. First is 5LLL > 214S[8]~1S > j.214H+S, the second is anything > Vanish > delay j.214S~1S > j.214H+S. Afterward, you can either airdash j.DR for a sliding knockdown (if you still have air options), or land, dash DR > 236M for optimal bar dump, though it's slightly harder.

Colors

1Seasonal colors that can be unlocked at different times of the year.

2Unobtainable.

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