Difference between revisions of "DBFZ/GT Goku"

From Dustloop Wiki
Jump to: navigation, search
(Overview)
(Dragon Flurry Fist)
(2 intermediate revisions by the same user not shown)
Line 19: Line 19:
 
</div>
 
</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.
+
The incarnation of Son Goku 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.
  
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.
+
The ''Dragon Ball GT'' version of Goku joins ''Dragon Ball Fighterz'' as a DLC character. Here, GT Goku excels at everything you could possibly ask him to do, but especially in speed and damage.
  
 
===Strengths/Weaknesses===
 
===Strengths/Weaknesses===
Line 30: Line 30:
 
| style="width: 50%;"|
 
| style="width: 50%;"|
 
* Capable of taking on any situation. All-around fantastic at everything.
 
* Capable of taking on any situation. All-around fantastic at everything.
* 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.
+
* Small hurtbox and is very fast. This makes it hard for his opponent to ascertain what he is actually doing.
* Very small, and very fast. He's smaller than Gotenks. This makes it hard for his opponent to ascertain what he is actually doing.
+
* Is a mixup machine with long blockstring, 3 lows, specials that put him in the air for easy assisted high/low, an aerial fastfall for left/right, and finally the best okizeme in the game with Super Ultra Spirit Bomb.
* 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.
+
* Utilizes meter very efficiently. Both of his EX specials allow him to dominate the neutral or outright skip it.
* Super Kamehameha (236LM/HS) and Dragon Fist Explosion (214LM) are both enhanced if one of Goku's teammates has been downed.
+
* Does average damage on his own, but with resources he becomes one of the highest damaging character in the game.
* 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.
+
* One of the best anti-air assist in the game. Can be easily converted on hit and forces the opponent to the ground on block.
* 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.
 
 
| style="width: 50%;"|
 
| style="width: 50%;"|
* 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.
+
* Most of his normals are stubby, despite the few really strong outliers.
* Notice how we had to come up with a weakness just to fill out this section.
+
* No traditional Ki blasts, and Power Pole is too slow for keepaway.
* Seriously, he's that good. He has no real weaknesses.
 
 
 
 
|-
 
|-
 
|}
 
|}
Line 50: Line 47:
 
{{MoveData
 
{{MoveData
 
|name=5L
 
|name=5L
|image=DBFZ_GTGoku_5L.png |caption=fei long called, wants his move back
+
|image=DBFZ_GTGoku_5L.png |caption=
|image2=DBFZ_GTGoku_5LL.png |caption2=ATATATATATATATAT
+
|image2=DBFZ_GTGoku_5LL.png |caption2=LELELELEL
|image3=DBFZ_GTGoku_5LLL.png |caption3=Into the Spirit Bomb!
+
|image3=DBFZ_GTGoku_5LLL.png |caption3=yeet
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
Line 60: Line 57:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Has a different knockback angle that allows it to easily connect to 5LL on air hit
+
* Pushes Goku forward a bit giving it a deceptive range.
* Pushes Goku forward a bit giving it a misleading amount of range.
+
* On air hit, has next to zero knockback allowing him to convert into 5LL.
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.
+
One of the stronger 5L to mash out.
 
}}
 
}}
 
{{AttackVersion|name=5LL}}
 
{{AttackVersion|name=5LL}}
Line 68: Line 65:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* All hits easily connect against airborne opponents, even when 5L connects beforehand
+
* Goes half screen.
* Pushes Goku forward a great deal
+
* All hits easily connect against airborne opponents
* Due to fast startup for a medium and multiple hits, it will most likely win in clashes
+
Extremely high reward on hit, can be easily converted into a corner carry combo or a sideswitch combo (which he has 2 of). The multi-hits and absurd length it travels also makes it more likely to hit or even winning against clashes.
Another great tool for GT Goku, also really good in blockstrings for the amount of time it locks down the opponent.
+
 
 +
It's also better than most 5LL on block since it locks down the opponent for longer as Goku stalls for his assist to regen.
 
}}
 
}}
 
{{AttackVersion|name=5LLL}}
 
{{AttackVersion|name=5LLL}}
Line 79: Line 77:
 
* 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 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 with assists at the end of a 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 other grab 5LLL, Goku can also tickthow with low blockstun assists, though this isn't crucial for him as he has numerous other options to open opponents up.
 
}}
 
}}
 
}}
 
}}
Line 110: Line 108:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Advances forward pretty far and fast startup for a heavy button.
+
Essentially a less useful 5M. Mostly a blockstring filler.
 
}}
 
}}
 
}}
 
}}
Line 124: Line 122:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Pole extends out like a projectile, wall bounces on Smash hit
+
* Near fullscreen physical strike that does not have any hurtbox.
* Pole doesn't have hurtbox
+
* The pole's hitbox is at the tip and travels forward like a projectile.
Not seen often due to GT Goku already having fantastic neutral tools, but good to throw out from time to time.
+
* Wall splats on Smash hit, can confirm with 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.
 
}}
 
}}
 
}}
 
}}
Line 140: Line 141:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* First 2L slides forwards, follow-up does not
+
* 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.
 
}}
 
}}
 
}}
 
}}
Line 147: Line 149:
 
{{MoveData
 
{{MoveData
 
|name=2M
 
|name=2M
|image=DBFZ_GTGoku_2M.png |caption=Chipp would like his 2D back
+
|image=DBFZ_GTGoku_2M.png |caption=
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
Line 154: Line 156:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Short range and low forward movement
+
* 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.
 
}}
 
}}
 
}}
 
}}
Line 161: Line 166:
 
{{MoveData
 
{{MoveData
 
|name=2H
 
|name=2H
|image=DBFZ_GTGoku_2H.png |caption=Koryuken!
+
|image=DBFZ_GTGoku_2H.png |caption=
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
Line 168: Line 173:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Universal AA, faster than the average 2H
+
* Universal anti-air, faster than the average 2H
 +
* Puts Goku airborne.
 +
* 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.
 
About the same as all of the other Goku's 2H. It's not fantastic, but it'll do.
 
}}
 
}}
Line 183: Line 190:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Has access to air options after recovery
+
* Vaults almost fullscreen. Hold {{4}} during startup to leap half as far
* 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
 +
* On block/hit, can be cancelled early into grounded attacks
 
}}
 
}}
 
}}
 
}}
Line 198: Line 207:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Uses Hit and Hurtboxes of j.H
+
* Universal overhead. Uses hit and hurtboxes of j.H.
 
}}
 
}}
 
}}
 
}}
Line 212: Line 221:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Has a large hitbox that will beat out superdash
+
It's a tiny jab.
 
}}
 
}}
 
}}
 
}}
Line 226: Line 235:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* j.MLL series allows for triple overhead on tall opponents
+
It's a tiny kick.
 
}}
 
}}
 
}}
 
}}
Line 235: Line 244:
 
|image=DBFZ_GTGoku_jH.png |caption=
 
|image=DBFZ_GTGoku_jH.png |caption=
 
|data=
 
|data=
{{AttackDataHeader-DBFZ}}
+
{{AttackDataHeader-DBFZ|version=yes}}
 +
{{!}}-
 +
{{AttackVersion|name=5LLLLLLL}}
 +
{{#lsth:{{PAGENAME}}/Data|5LLLLLLL}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
* Smash hit wall bounces
 +
}}
 +
{{AttackVersion|name=j.H}}
 
{{#lsth:{{PAGENAME}}/Data|j.H}}
 
{{#lsth:{{PAGENAME}}/Data|j.H}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=
+
{{Description|8|text=
* Launches outwards instead of down
+
* On hit, launches forward instead of down
* Has a hitbox behind Goku to the point that it works like a traditional Street Fighter crossup
+
Faster than most j.H makes this the preferred jump-in compares to j.M, since j.H does more damage, has more range, and they are almost equally as fast.
* Great for sparking corner loops
 
 
}}
 
}}
 
}}
 
}}
Line 249: Line 264:
 
{{MoveData
 
{{MoveData
 
|name=j.S
 
|name=j.S
|image=DBFZ_GTGoku_jS.png |caption=The Neutch
+
|image=DBFZ_GTGoku_jS.png |caption=
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
Line 256: Line 271:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Unlike 5H, hits with the entire pole instead of extending it out.
+
* Similar traits to 5S but hits with the entire pole instead of extending it out.
* Pole doesn't have hurtbox
+
* Smash hit can confirm into Super Dash.
* 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.
* Main air combo extender.
 
 
}}
 
}}
 
}}
 
}}
Line 266: Line 280:
 
{{MoveData
 
{{MoveData
 
|name=j.2H
 
|name=j.2H
|image=DBFZ_GTGoku_j2H.png |caption=
+
|image=DBFZ_GTGoku_j2H.png |caption=Why is this plus
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
Line 273: Line 287:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
* Smash on air-to-air, gives SKD
+
* Smash on air-to-air, gives SKD.
Lets Goku combo into Super Kamehameha more easily than 214M.
+
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-air'd, 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. Since the oki is bette than j.214M, and he can connect any Supers upon landing.
 
}}
 
}}
 
}}
 
}}
Line 281: Line 297:
 
{{MoveData
 
{{MoveData
 
|name=j.2S
 
|name=j.2S
|image=DBFZ_GTGoku_j2S.png |caption=PoGoku
+
|image=DBFZ_GTGoku_j2S.png |caption=
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
Line 289: Line 305:
 
{{Description|7|text=
 
{{Description|7|text=
 
* Only hits once he touches the ground
 
* Only hits once he touches the ground
* Can be aimed with 1S and 3S
+
* Can be aimed with j.1S or j.3S
* Can be followed up with j.S or special attacks even on whiff
+
* After touching the ground, is whiff cancellable to j.S and j.2H.
 +
Since all of Goku's air normals are either stubby or incredibly slow, he won't be doing typical IAD crossup like most characters (not without setups). So instead, he'll be mixing left/right with this move. It's still rather slow, but is extremely ambiguous.
  
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
+
On a same side hit, he can confirm with 236M/H. On a back side hit, he can do 214S~4S and link into j.236L/H.
 
}}
 
}}
 
}}
 
}}
Line 301: Line 318:
 
|name=Dragon Flurry Fist
 
|name=Dragon Flurry Fist
 
|input=236L/M/H (Air OK)
 
|input=236L/M/H (Air OK)
|image=DBFZ_GTGoku_DragonFlurryFist.png |caption=
+
|image=DBFZ_GTGoku_DragonFlurryFist.png |caption=LARIAT
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Followup doesn't come out on block
+
* Auto-followup only comes out on hit
* Smash hit wall bounces
 
 
}}
 
}}
 
{{AttackVersion|name=Ground L}}
 
{{AttackVersion|name=Ground L}}
Line 316: Line 332:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
Short-ranged charge that doesn't consume smash.
+
* Short-ranged charge.
 +
* 5MMM wall bounces.
 
}}
 
}}
 
{{AttackVersion|name=Ground M}}
 
{{AttackVersion|name=Ground M}}
Line 325: Line 342:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Consumes Smash on hit.
+
* Goes just over half screen.
* Essential combo extender in the corner
+
* Smash hit wall splats.
Goku will latch onto the opponent and begin blasting them on hit, before knocking them back for a short wallbounce.
+
* Essential combo extender in the corner.
<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}}
 
{{AttackVersion|name=Ground H}}
Line 338: Line 353:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Wallbounces even midscreen after Smash hit.
+
* Range of M versions with speed of L versions.
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.
+
* Smash hit wall bounces. Can be followed up with dash 5LL.
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.
+
Extremely fast, always -3 on block regardless of distance, beats any form of challenge since it's a hitgrab, leads to a corner carry combo on hit.
 +
 
 +
After a DR tech in the corner and Goku is the attacker, he can really just 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.
 
}}
 
}}
 
}}
 
}}
Line 348: Line 365:
 
|name=Dragon Flash Fist
 
|name=Dragon Flash Fist
 
|input=214L/M/H (Air OK)
 
|input=214L/M/H (Air OK)
|image=DBFZ_GTGoku_DragonFlashFist.png |caption=Neutral: REDUX
+
|image=DBFZ_GTGoku_DragonFlashFist.png |caption=Skipping neutral, literally
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Has access to air options after recovery
+
* Recovers in mid-air and has access to air options.
* Smash on the last hit, ground bounce SKD
+
* All hits launches except for the last one.
 
* Considered a beam projectile.
 
* Considered a beam projectile.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=Ground L}}
 
{{AttackVersion|name=Ground L}}
 
{{#lsth:{{PAGENAME}}/Data|214L}}
 
{{#lsth:{{PAGENAME}}/Data|214L}}
Line 365: Line 381:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Gives a short groundbounce.
+
* Stays mostly in place.
* Does not cause a slide knockdown.
+
* Last hit causes a ground bounce that also forces soft knockdown.
Mostly just combo filler, or a way to annoy an opponent trying to 2H you.
+
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.
 +
 
 +
Amazing in blockstring. 2H > j.214L is a true string that leaves you completely safe. 214L + assist is a very strong high/low with late airdash j.H and land 2M.  
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=Ground M}}
 
{{AttackVersion|name=Ground M}}
 
{{#lsth:{{PAGENAME}}/Data|214M}}
 
{{#lsth:{{PAGENAME}}/Data|214M}}
Line 377: Line 394:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Standard Air Combo ender
+
* Leaps forward a bit.
* Does not combo into 236L+M midscreen
+
* Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L versions.
Slide knockdown and groundbounce on demand. Goku recovers and lands rather quickly after this, which can allow for "combo extensions" after calling an assist.
+
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.
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=Ground H}}
 
{{AttackVersion|name=Ground H}}
 
{{#lsth:{{PAGENAME}}/Data|214H}}
 
{{#lsth:{{PAGENAME}}/Data|214H}}
Line 389: Line 407:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Tracks opponents' horizontal position.  
+
* Tracks opponents' horizontal position, goes fullscreen and won't overshoot.
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.
+
* Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L versions.
 +
Combining with an assist, this is a risk free approach since it cannot be anti-air'd unless Goku is hit before he pulls his orb out. Though the reward on block or hit is not that great compares to similar tracking attacks.
 
}}
 
}}
 
}}
 
}}
Line 406: Line 425:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Upward beam
+
* Slightly angled upward
 
* Hold S to charge and start running (data in [] refers to maximum charge without running back)
 
* Hold S to charge and start running (data in [] refers to maximum charge without running back)
 
* Hold {{4}} during the charge to shimmy backward
 
* Hold {{4}} during the charge to shimmy backward
 +
* Jails into Vanish
 
}}
 
}}
{{!}}-
 
 
{{AttackVersion|name=Air}}
 
{{AttackVersion|name=Air}}
 
{{#lsth:{{PAGENAME}}/Data|j.236S}}
 
{{#lsth:{{PAGENAME}}/Data|j.236S}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Cell's downward beam.
+
* Slightly angled downward
Useful for neutral control, but not ideal if the opponent is too close as they can run under it and punish.
+
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.
 +
 
 +
However, the beam doesn't cover right underneath him. And since his hurtbox is tiny, the opponent can run under it and punish if it's being thrown out willy nilly.
 
}}
 
}}
 
}}
 
}}
Line 424: Line 445:
 
|name=Reverse Kamehameha
 
|name=Reverse Kamehameha
 
|input=214S (Air OK)
 
|input=214S (Air OK)
|image=DBFZ_GTGoku_ReverseKamehameha.png |caption=Who ordered 8 years of hitstun?
+
|image=DBFZ_GTGoku_ReverseKamehameha.png |caption=Character defining
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
Line 435: Line 456:
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Blast does more damage and histun than headbutt
+
* Blast does more damage and hitstun/blockstun than headbutt.
* Can be aimed diagonally
+
* On block, blast jails into Vanish, while headbutt makes Goku recover in the air
 +
* Direction + S allows 2 extra dashes even on whiff, block
 +
* No direction + S does j.236S, if Goku haven't used all of his dashes 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
 
:* 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 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 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.
 
 
}}
 
}}
 
}}
 
}}
Line 464: Line 486:
 
{{Description|7|text=
 
{{Description|7|text=
 
* Ground beam, runs slightly forward
 
* 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.
+
Incredible anti air. While 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 players like to hang around. 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.
 +
 
 +
Depending on the point character, this assist can setup for unbeatable round starts as well.
 
}}
 
}}
 
}}
 
}}
 +
 
======<font style="visibility:hidden;font-size:0">Assist B</font>======
 
======<font style="visibility:hidden;font-size:0">Assist B</font>======
 
{{MoveData
 
{{MoveData
Line 481: Line 506:
 
}}
 
}}
 
}}
 
}}
 +
 
======<font style="visibility:hidden;font-size:0">Assist C</font>======
 
======<font style="visibility:hidden;font-size:0">Assist C</font>======
 
{{MoveData
 
{{MoveData
Line 501: Line 527:
 
|name=Super Kamehameha
 
|name=Super Kamehameha
 
|input=236L+M or 236H+S
 
|input=236L+M or 236H+S
|image=DBFZ_GTGoku_SuperKamehameha.png |caption=Woah, an original attack that I've never seen before!
+
|image=DBFZ_GTGoku_SuperKamehameha.png |caption=Original Attack no Jutsu
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ}}
 
{{AttackDataHeader-DBFZ}}
Line 509: Line 535:
 
{{Description|7|text=
 
{{Description|7|text=
 
* Cost 1 Ki gauge
 
* Cost 1 Ki gauge
 +
* Damage increased when a teammate is downed
 
* Minimum damage: 72*10 [87*10]
 
* Minimum damage: 72*10 [87*10]
* Damage increased when a teammate is downed
 
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.
 
 
}}
 
}}
 
}}
 
}}
Line 534: Line 557:
 
{{Description|8|text=
 
{{Description|8|text=
 
* Cost 3 Ki gauges
 
* Cost 3 Ki gauges
 +
* Goes halfscreen. Switches sides on hit
 +
* When a teammate is downed, damage is increased and he gets stronger oki
 
* 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.
 
* 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
 
 
}}
 
}}
 
}}
 
}}
Line 544: Line 567:
 
|name=Super Ultra Spirit Bomb
 
|name=Super Ultra Spirit Bomb
 
|input=214H+S (Air OK)
 
|input=214H+S (Air OK)
|image=DBFZ_GTGoku_SuperUltraSpiritBomb.png |caption=The best Level 3 in the game. Goku takes something from his father.
+
|image=DBFZ_GTGoku_SuperUltraSpiritBomb.png |caption=Thank you, ArcSys
 
|data=
 
|data=
 
{{AttackDataHeader-DBFZ|version=yes}}
 
{{AttackDataHeader-DBFZ|version=yes}}
Line 557: Line 580:
 
* Cost 3 Ki gauges
 
* Cost 3 Ki gauges
 
* Minimum damage: 59*32
 
* 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
+
* Teleports backward in midscreen before throwing the bomb, or switches side if he's cornered.
* Without followups, a hard knockdown. Goku recovers extremely quickly. This combined with his normals and tools enables the best okizeme in the game.
+
* Recovers in the air right after he throws it. Comboing after doesn't have Super scaling. Causes a hard knockdown if the opponent is left falling to the ground.
* Unlike Base Goku's Spirit Bomb, it doesn't give a huge burst of damage at the end of the attack.
+
* Bomb disappears only if Goku is hit.
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.
+
Ridiculous damage, ridiculous oki, and ridiculously easy to setup.
 +
 
 +
There are 2 common ways to combo into this super. Both requires the corner, though he can combo into it midsceen as well. First is 5LLL > 214S[2]~3S > j.214H+S, the second is anything > Vanish, j.214S~3S > j.214H+S.
  
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.
+
If you have meters, it's almost always a good idea to combo into this, then either go for the kill afterward by dumping some more bars, or save the meter and take the amazing oki. The easy way to setup the mix is land, 2M for frame kill, and then hold {{9}}. It's then a safejump high, safejump crossup, meaty low, etc.
 
}}
 
}}
 
}}
 
}}

Revision as of 21:50, 14 February 2020

Goku (GT)
DBFZ GT Goku Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
High Mobility
Team Role
Middle, Anchor

Overview

The incarnation of Son Goku 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.

The Dragon Ball GT version of Goku joins Dragon Ball Fighterz as a DLC character. Here, GT Goku excels at everything you could possibly ask him to do, but especially in speed and damage.

Strengths/Weaknesses

Strengths Weaknesses
  • Capable of taking on any situation. All-around fantastic at everything.
  • Small hurtbox and is very fast. This makes it hard for his opponent to ascertain what he is actually doing.
  • Is a mixup machine with long blockstring, 3 lows, specials that put him in the air for easy assisted high/low, an aerial fastfall for left/right, and finally the best okizeme in the game with Super Ultra Spirit Bomb.
  • Utilizes meter very efficiently. Both of his EX specials allow him to dominate the neutral or outright skip it.
  • Does average damage on his own, but with resources he becomes one of the highest damaging character in the game.
  • One of the best anti-air assist in the game. Can be easily converted on hit and forces the opponent to the ground on block.
  • Most of his normals are stubby, despite the few really strong outliers.
  • No traditional Ki blasts, and Power Pole is too slow for keepaway.



Normal Moves

5L
5L
DBFZ GTGoku 5L.png
DBFZ GTGoku 5LL.png
LELELELEL
DBFZ GTGoku 5LLL.png
yeet
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L
  • Pushes Goku forward a bit giving it a deceptive range.
  • On air hit, has next to zero knockback allowing him to convert into 5LL.

One of the stronger 5L to mash out.

5LL
  • Goes half screen.
  • All hits easily connect against airborne opponents

Extremely high reward on hit, can be easily converted into a corner carry combo or a sideswitch combo (which he has 2 of). The multi-hits and absurd length it travels also makes it more likely to hit or even winning against clashes.

It's also better than most 5LL on block since it locks down the opponent for longer as Goku stalls for his assist to regen.

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 with assists at the end of a combo.

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


5M
5M
DBFZ GTGoku 5M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Advances forward a respectable distance

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


5H
5H
DBFZ GTGoku 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

Essentially a less useful 5M. Mostly a blockstring filler.


5S
5S
DBFZ GTGoku 5S.png
E X P A N D
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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 with 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
2L
DBFZ GTGoku 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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
2M
DBFZ GTGoku 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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
2H
DBFZ GTGoku 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Universal anti-air, faster than the average 2H
  • Puts Goku airborne.
  • 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
2S
DBFZ GTGoku 2S.png
Why is this a low
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Vaults almost fullscreen. Hold GG4.png 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
  • On block/hit, can be cancelled early into grounded attacks


6M
6M
DBFZ GTGoku 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Universal overhead. Uses hit and hurtboxes of j.H.


j.L
j.L
DBFZ GTGoku jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

It's a tiny jab.


j.M
j.M
DBFZ GTGoku jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.

It's a tiny kick.


j.H
j.H
DBFZ GTGoku jH.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5LLLLLLL
  • Smash hit wall bounces
j.H
  • On hit, launches forward instead of down

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


j.S
j.S
DBFZ GTGoku jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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.


j.2H
j.2H
DBFZ GTGoku j2H.png
Why is this plus
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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-air'd, 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. Since the oki is bette than j.214M, and he can connect any Supers upon landing.


j.2S
j.2S
DBFZ GTGoku j2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • 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 and j.2H.

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

On a same side hit, he can confirm with 236M/H. On a back side hit, he can do 214S~4S and link into j.236L/H.


Special Moves

Dragon Flurry Fist
Dragon Flurry Fist
236L/M/H (Air OK)
DBFZ GTGoku DragonFlurryFist.png
LARIAT
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Auto-followup only comes out on hit
Ground L
Air L
  • Short-ranged charge.
  • 5MMM wall bounces.
Ground M
Air M
  • Goes just over half screen.
  • Smash hit wall splats.
  • Essential combo extender in the corner.
Ground H
Air H
  • Range of M versions with speed of L versions.
  • Smash hit wall bounces. Can be followed up with dash 5LL.

Extremely fast, always -3 on block regardless of distance, beats any form of challenge since it's a hitgrab, leads to a corner carry combo on hit.

After a DR tech in the corner and Goku is the attacker, he can really just 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
Dragon Flash Fist
214L/M/H (Air OK)
DBFZ GTGoku DragonFlashFist.png
Skipping neutral, literally
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Recovers in mid-air and has access to air options.
  • All hits launches except for the last one.
  • Considered a beam projectile.
Ground L
Air L
  • 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.

Amazing in blockstring. 2H > j.214L is a true string that leaves you completely safe. 214L + assist is a very strong high/low with late airdash j.H and land 2M.

Ground M
Air M
  • Leaps forward a bit.
  • Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L versions.

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.

Ground H
Air H
  • Tracks opponents' horizontal position, goes fullscreen and won't overshoot.
  • Last hit on Smash causes a ground bounce SKD, non-Smash is similar to L versions.

Combining with an assist, this is a risk free approach since it cannot be anti-air'd unless Goku is hit before he pulls his orb out. Though the reward on block or hit is not that great compares to similar tracking attacks.


Kamehameha
Kamehameha
236S (Air OK)
DBFZ GTGoku Kamehameha.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
  • Slightly angled upward
  • Hold S to charge and start running (data in [] refers to maximum charge without running back)
  • Hold GG4.png during the charge to shimmy backward
  • Jails into Vanish
Air
  • 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.

However, the beam doesn't cover right underneath him. And since his hurtbox is tiny, the opponent can run under it and punish if it's being thrown out willy nilly.


Reverse Kamehameha
Reverse Kamehameha
214S (Air OK)
DBFZ GTGoku ReverseKamehameha.png
Character defining
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
Air
  • 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, block
  • No direction + S does j.236S, if Goku haven't used all of his dashes yet
  • Can be aimed diagonally. The first hit can only be GG9.png, GG6.png, GG3.png, while the next 2 can be all 6 directions beside GG8.png and GG2.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

Assist A
Kamehameha
Assist A
DBFZ GTGoku Kamehameha.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Ground beam, runs slightly forward

Incredible anti air. While 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 players like to hang around. 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.

Depending on the point character, this assist can setup for unbeatable round starts as well.


Assist B
???
Assist B
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.


Assist C
???
Assist C
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.


Super Moves

Super Kamehameha
Super Kamehameha
236L+M or 236H+S
DBFZ GTGoku SuperKamehameha.png
Original Attack no Jutsu
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Cost 1 Ki gauge
  • Damage increased when a teammate is downed
  • Minimum damage: 72*10 [87*10]


Dragon Fist Explosion
Dragon Fist Explosion
214L+M (Air OK)
DBFZ GTGoku DragonFistExplosion.png
DBFZ GTGoku DragonFistExplosion2.png
"I'll put everything I got into this punch!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
Air
  • Cost 3 Ki gauges
  • Goes halfscreen. Switches sides on hit
  • When a teammate is downed, damage is increased and he gets stronger oki
  • Minimum damage: 1659 [1859]


Super Ultra Spirit Bomb
Super Ultra Spirit Bomb
214H+S (Air OK)
DBFZ GTGoku SuperUltraSpiritBomb.png
Thank you, ArcSys
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground
Air
  • Cost 3 Ki gauges
  • Minimum damage: 59*32
  • Teleports backward in midscreen before throwing the bomb, or switches side if he's cornered.
  • Recovers in the air right after he throws it. Comboing after doesn't have Super scaling. Causes a hard knockdown if the opponent is left falling to the ground.
  • Bomb disappears only if Goku is hit.

Ridiculous damage, ridiculous oki, and ridiculously easy to setup.

There are 2 common ways to combo into this super. Both requires the corner, though he can combo into it midsceen as well. First is 5LLL > 214S[2]~3S > j.214H+S, the second is anything > Vanish, j.214S~3S > j.214H+S.

If you have meters, it's almost always a good idea to combo into this, then either go for the kill afterward by dumping some more bars, or save the meter and take the amazing oki. The easy way to setup the mix is land, 2M for frame kill, and then hold GG9.png. It's then a safejump high, safejump crossup, meaty low, etc.


Navigation


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.
Dragon Ball FighterZe
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc