DBFZ/GT Goku

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Overview

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Normal Moves

5L

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5L
5LL
5LLL

  • 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

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  • Advances forward a respectable distance.

If you get tagged by this in the corner, you're going to die.

5H

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

5S

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  • 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.

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

2L

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  • 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

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  • Shorter range than 5M, but goes further than 2L.

The reward on hit is as high as 5M, but it's not something you can throw out in neutral.

Blockstring 214L into land 2M if hit is a guaranteed 50%, or if he has resources, it's a dead character.

2H

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  • 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.

2S

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  • 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.

6M

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  • Universal overhead. Uses hit and hurtboxes of j.H.

j.L

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It's a tiny jab. Has enough range to beat Super Dash if timed correctly.

j.M

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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

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5LLLLLLL
j.H

  • 5LLLLLLL Smash 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.

j.S

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  • 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

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  • 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

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  • 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)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

All Versions
  • Auto-followup only comes out on hit.

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

Mostly useful for ending blockstrings, particularly with Kid Buu A backing him up.


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
  • 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

214L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

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.


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

236S (Air OK)

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Ground
Air

  • 236S is 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.
  • 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

214S (Air OK)

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Ground
Air

  • 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

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  • 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

Dragon Flash Fist

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  • 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

Power Pole

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  • Average blockstun, but also insane range and perfect tracking.
  • It's a C assist alright.

A solid option if you're running GT Goku on point or if you're going for the memes. Otherwise, don't bother.

Super Moves

Super Kamehameha

236L+M or 236H+S

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  • 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)

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Ground
Air

  • 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)

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Ground
Air

  • 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

Navigation

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.

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