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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
Reverse Kamehameha
Fastest Attacks

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

  • 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


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)
  • 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.

  • 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.

  • 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.


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.


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.


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.


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.


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.


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.


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.


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.


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

It's a tiny jab.


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.


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

  • 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.


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.


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.


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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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 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.


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
  • 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.

  • 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


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.


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



Goku (GT)
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