Difference between revisions of "DBFZ/GT Goku"

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(Dragon Flurry Fist)
(Overview)
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* Most of his normals are stubby, despite the few really strong outliers.
 
* Most of his normals are stubby, despite the few really strong outliers.
 
* No traditional Ki blasts, and Power Pole is too slow for keepaway.
 
* No traditional Ki blasts, and Power Pole is too slow for keepaway.
 +
* Whoever deleted my ''he has no weaknesses'' note, you suck.
 +
* Seriously though, his two weaknesses are hardly weaknesses as he has excellent mobility and a fantastic rushdown game. Even with some stubby normals and no traditional 5S, it's not like he has shit neutral.
 +
* Probably getting nerfed though next season.
 
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Revision as of 00:22, 15 February 2020

Goku (GT)
DBFZ GT Goku Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:


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.
  • Whoever deleted my he has no weaknesses note, you suck.
  • Seriously though, his two weaknesses are hardly weaknesses as he has excellent mobility and a fantastic rushdown game. Even with some stubby normals and no traditional 5S, it's not like he has shit neutral.
  • Probably getting nerfed though next season.



Normal Moves

5L
5L
DBFZ GTGoku 5L.png
DBFZ GTGoku 5LL.png
LELELELEL
DBFZ GTGoku 5LLL.png
yeet
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 3 12 -3
  • 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 180*4 All - 10 2(2)2(2)2(2)2 18 -4
  • 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 1000 Throw U3+ 11 1 20 (whiff) -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
700 All - 10 4 22 -7
  • 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 Guard Smash Startup Active Recovery Frame Adv.
850 All U1 13 5 19 -8

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


5S
5S
DBFZ GTGoku 5S.png
E X P A N D
Damage Guard Smash Startup Active Recovery Frame Adv.
750 All U1+ 20 5 20 -5
  • 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 Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 3 13 -4
  • 2L slides forwards, but 2LL does not.

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


2M
2M
DBFZ GTGoku 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 10 4 18 -6
  • 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 Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 13 3 27 -15
  • 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 Guard Smash Startup Active Recovery Frame Adv.
400 Low - 14 2 15+5L [9 if cancelled into air action] -5 [+1]
  • 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 Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Universal overhead. Uses hit and hurtboxes of j.H.


j.L
j.L
DBFZ GTGoku jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 4 - -

It's a tiny jab.


j.M
j.M
DBFZ GTGoku jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 9 4 - -

It's a tiny kick.


j.H
j.H
DBFZ GTGoku jH.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5LLLLLLL 750 / 1000 High D2+ 11 6 - -
  • Smash hit wall bounces
j.H 750 High - 11 6 - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
750 All U1+ 18 3 - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
850 / 1000 High D1 18 4 - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
400 All - 14, Until Landing 2 14 (air), 28 (landing) -2
  • 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 Guard Smash Startup Active Recovery Frame Adv.
  • Auto-followup only comes out on hit
Ground L 300 / 300,850 All - 9 6 18 -3 (forced)
Air L 300 / 300,800 All - 9 6 - -
  • Short-ranged charge.
  • 5MMM wall bounces.
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 - -
  • Goes just over half screen.
  • Smash hit wall splats.
  • Essential combo extender in the corner.
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 - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
  • Recovers in mid-air and has access to air options.
  • All hits launches except for the last one.
  • Considered a beam projectile.
Ground L 450, 100*5 All - 15 19 20 (air), 26 (ground) -5
Air L 450, 100*5 All - 13 19 - -
  • 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 500, 100*5 All D1 17 19 20 (air), 29 (ground) -5
Air M 500, 100*5 All D1 15 19 - -
  • 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 900, 100*5 All D1 15-23 - 20 (air), 26 (ground) -5
Air H 900, 100*5 All D1 13-27 19 - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
Ground 262*5 All - 20 [39] 25 21 -16 (point blank)
  • 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 262*5 All - 18 25 - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
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
  • 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 Guard Smash Startup Active Recovery Frame Adv.
200*5 All - 30 25 - 30
  • 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 Guard Smash Startup Active Recovery Frame Adv.
- - - - - - -


Assist C
???
Assist C
Damage Guard Smash Startup Active Recovery Frame Adv.
- - - - - - -


Super Moves

Super Kamehameha
Super Kamehameha
236L+M or 236H+S
DBFZ GTGoku SuperKamehameha.png
Original Attack no Jutsu
Damage Guard Smash Startup Active Recovery Frame Adv.
250*10 [300*10] All UDV 10+4 - - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
Ground 4059 [4859] All UDV 9+3 - - -
Air 4059 [4859] All UDV 9+3 - - -
  • 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 Guard Smash Startup Active Recovery Frame Adv.
Ground 228*32 All UDV - - - -
Air 228*32 All UDV - - - -
  • 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


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