DBFZ/GT Goku

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Overview[edit]
Overview

The rat monkey child, GT Goku is a mobile character with a versatile toolkit, allowing him to leap across neutral and get straight to the fun. His normals as a whole are quite stubby, but he can make up for it with his specials. These range from Dragon Flurry Fist and Dragon Flash Fist, both of which are utterly ridiculous EX moves. Once in, GT Goku has great stagger pressure and some genuinely powerful mix-ups when used along assists. As is tradition with Gokus, his damage is quite high, and much like Base Goku, his supers get stronger once a teammate has been downed. He is also one of the few characters who can combo out of one of their supers, with Super Ultra Spirit Bomb leading straight into Dragon Rush for even more damage. And if all of that wasn't enough, both his A and B assists are considered among the best in the game. You really can't go wrong with putting GT Goku on your team.


"Everyone keeps telling me I've changed, but I haven't! I'm still me!"
Lore: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, 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.
Voice:Japanese: Masako Nozawa English: Colleen Clinkenbeard
Playstyle
DBFZ GT Goku Icon.png GT Goku is a standout all-rounder who provides amazing support to a team.
Pros Cons
  • Jack of All Trades: Well-rounded character fit to handle any situation, typical of a Goku.
  • Phenomenal Assists: A is near-unanimously considered the best beam assist in the game, being an oppressive anti-air with massive hitstun. B is a phenomenal lockdown assist that is also an incredibly helpful combo filler.
  • Potent Mix-up: Very long blockstrings, 3 lows, (2L, 2M and 2S) and an aerial fast fall make him very scary to block.
  • Efficient: On top of taking great advantage of assists, GT Goku has some of the best metered moves in Dragon Flurry Fist, Dragon Flash Fist and Super Ultra Spirit Bomb.
  • Great Staggers: 5L and 2L push him forward, allowing him to be kept in whenever he wants, excellent at pressure resets.
  • Tiny: Smallest hurtbox in the game makes him hard to hit and identify what GT Goku is doing.
  • Very Small Normals: Very small, stubby normals that require point-blank range to connect.
  • Expensive Neutral: GT has great metered options, but they're necessary to approach. Without any meter, GT's neutral is some of the worst in the game.
  • No Ki Blasts: Power Pole, although lengthy, is not a sufficient substitute for proper ki blasts.
  • Weak to Reflect: Has trouble anti-reflecting opponents, as well as baiting Sparking.
  • Execution-Heavy: Some of GT Goku's strongest combos require a lot of labbing and understanding of the character, and may take a lot of time to fully understand. While he can get by with simple BnBs, the harder combos require a lot of practice to fully utilize.

Normal Moves[edit]

5L[edit]

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
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) - -

[edit]

  • Pushes Goku forward a bit, giving it deceptive range.
  • Has next to zero knockback on air hit, allowing him to convert into 5LL.

One of the stronger 5L to mash out.


  • All hits easily connect against airborne opponents.

Better than most 5LL on block, since it locks down the opponent for longer as Goku stalls for his assist to regen.

If 5L is reflected, 5LL does not go far enough to hit the opponent again.


  • 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.

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[edit]

5H[edit]

5S[edit]

2L[edit]

2M[edit]

2H[edit]

2S[edit]

6M[edit]

j.L[edit]

j.M[edit]

j.H[edit]

j.S[edit]

j.2H[edit]

j.2S[edit]

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 All - 14, Until Landing 2 14 (air), 28 (landing) -2 -

[edit]

  • 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 InputIcon 4.png or InputIcon 6.png. 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[edit]

Dragon Flurry Fist[edit]

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 300 / 300,850 All - 9 6 18 -3 (forced) -
Air L 300 / 300,800 All - 9 6 19 - -
Ground M 300 / 300,100*2,950 All U1+ 16 10 18 -3 (forced) -
Air M 300 / 300,100*2,900 All U1+ 16 10 20 - -
Ground H 300 / 300,150*4,1000 All U1+ 9 10 18 -3 (forced) -
Air H 300 / 300,100*4,900 All U1+ 9 10 20 - -

[edit]

  • Auto-followup only comes out on hit.

  • 236L is a short-ranged charge.
  • 5MMM wall bounces.

  • 236M pauses for a bit before charging just over halfscreen.
  • Smash hit wall splats.
  • 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.


  • 236H has the 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.

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[edit]

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 450, 100*5 All - 15 19 20 (air), 26 (ground) -5 -
Air L 450, 100*5 All - 13 19 19 - -
Ground M 500, 100*5 All D1 17 19 20 (air), 29 (ground) -5 -
Air M 500, 100*5 All D1 15 19 19 - -
Ground H 900, 100*5 All D1 15-23 - 20 (air), 26 (ground) -5 -
Air H 900, 100*5 All D1 13-27 19 18 - -

[edit]

  • Bounces back and recovers in the air after attacking.
  • All hits besides the last one launch.
  • Considered a beam projectile.

  • 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 a bit.
  • 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.

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.


  • 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[edit]

236S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 262*5 All - 20 [39] 25 21 -16 (point blank) -
Air 262*5 All - 18 25 - - -

[edit]

  • 236S is angled slightly upward.
  • Hold S to charge and start running (data in [] refers to maximum charge without running back).
  • Hold InputIcon 4.png during the charge to shimmy backward.
  • Jails into Vanish.

Not all that great without having an assist to cover its recovery. Jailing into Vanish is unreliable against airborne opponents, so you'll mostly be using this on the ground and up close to keep your turn. 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 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[edit]

214S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 700, 500 All - 11, 25 3 (blast), 9 (headbutt) 30+15L -4 -
Air 700, 500 All - 11, 25 3 (blast), 9 (headbutt) 30+15L -4 -

[edit]

  • 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 InputIcon 9.png, InputIcon 6.png, InputIcon 3.png, while the next 2 can be all 6 directions beside InputIcon 8.png and InputIcon 2.png.
  • 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[edit]

Assist A[edit]

Kamehameha

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
200*5 All - 30 25 - 21-32 -

[edit]

  • Ground beam, runs slightly forward.
  • 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 significantly better on air block.

Once memetic for being the uncontested best assist in the game, power creep has shifted the balance of DBFZ assists. Nevertheless, GT Goku's A assist remains invaluable due to its myriad of unique traits.

The firing angle of this beam makes it a phenomenal anti-air, shutting down most air approaches and allowing your point character to run up and start their pressure, regardless of distance. At max range, it can tag opponents at superjump height, a place where a lot of players like to hang around. Its hitstun is also very high, making it even more threatening in neutral and a good combo filler. On top of all that, it's tied with Tien's A assist for the fastest beam assist in the game, at 30 frames of startup.

The main weakness of this assist 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.

Assist B[edit]

Dragon Flash Fist

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 21 - - 32 -

[edit]

  • Causes a ground bounce.
  • Very fast for the amount of hitstun and blockstun it has.

Despite frequently flying under the radar, 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[edit]

Power Pole

Super Moves[edit]

Super Kamehameha[edit]

236L+M or 236H+S

Dragon Fist Explosion[edit]

214L+M (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 4059 [4859] All UDV 9+3 - - - -
Air 4059 [4859] All UDV 9+3 - - - -

[edit]

  • 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[edit]

214H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 4728 All UDV - - - - -
Air 4728 All UDV - - - - -

[edit]

  • 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.

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.

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in DBFZ/GT Goku/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.