DBFZ/GT Goku: Difference between revisions

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{{#lsth:DBFZ/GT Goku/Data|SystemData}}
{{#lsth:{{PAGENAME}}/Data|SystemData}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
;Play-style
:High Mobility
:High Mobility
;Team Role
:Middle, Anchor
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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</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 operates as a speedy character with a plethora of movement options, including his Reverse Kamehameha, which can be aimed.
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===
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|- style="vertical-align:top;text-align:left"
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* '''Smallest''' hurtbox in the entire game. He's shorter than Gotenks.
* Capable of taking on any situation. All-around fantastic at everything.
* Levels 1 and 3 are enhanced if one of his allies goes down.
* Small hurtbox and is very fast. This makes it hard for his opponent to ascertain what he is actually doing.
* Incredible mobility with reverse Kamehameha.
* Is a mixup machine with long blockstring, 3 lows, an aerial fastfall.
* Great corner carry thanks to j.S being an air launcher.
* Utilizes meter very efficiently. Both of his EX specials allow him to dominate the neutral or outright skip it.
* Can get a knockdown from practically any combo.
* Does average damage on his own, but with resources, his damage is near unparalleled.  
* Has access to insane mixups with Ultra Spirit Bomb oki.
* 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.
* Damage with meter is unrivaled by most of the cast.
* Power Pole has incredible range, and is good for counter-pokes. It also does not have a hurtbox.
* Has 3 lows (2L, 2M, 2S).
* His 5LL has great range.
* 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.
* Very small and very fast which makes it hard for his opponent to ascertain what he is actually doing.
* Best win animation, never skip it.
| style="width: 50%;"|
| style="width: 50%;"|
* Very short-ranged normals.
* Most of his normals are stubby, despite the few really strong outliers.
* While power pole and 214X are great ranged tools, his neutral does feel kind of lacking when he doesn't have assists backing him up.
* No traditional Ki blasts, and Power Pole is too slow for keepaway.
* His 2H isn't great
* His ''weaknesses'' list is way too short.
|-
|-
|}
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{{#lst:DBFZ/GT Goku/Data|Links}}
{{#lst:{{PAGENAME}}/Data|Links}}
<br style="clear:both;"/>
<br style="clear:both;"/>


==Normals==
==Normal Moves==
====== <font style="visibility:hidden" size="0">5L</font> ======
======<font style="visibility:hidden;font-size:0">5L</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_5L.png |caption= fei long called, wants his move back
|image2=DBFZ_GTGoku_5LL.png |caption2= Yamcha rip off
|image3=DBFZ_GTGoku_5LLL.png |caption3= YEET
|name=5L
|name=5L
|image=DBFZ_GTGoku_5L.png |caption=
|image2=DBFZ_GTGoku_5LL.png |caption2=LELELELEL
|image3=DBFZ_GTGoku_5LLL.png |caption3=yeet
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=5L}}
{{AttackVersion|name=5L}}
{{#lsth:DBFZ/GT Goku/Data|5L}}
{{#lsth:{{PAGENAME}}/Data|5L}}
{{!}}-
{{!}}-
{{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}}
{{#lsth:DBFZ/GT Goku/Data|5LL}}
{{#lsth:{{PAGENAME}}/Data|5LL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* All hits easily connect against airborne opponents, even when 5L connects beforehand
* All hits easily connect against airborne opponents
* Pushes Goku forward a great deal
Better than most 5LL on block since it locks down the opponent for longer as Goku stalls for his assist to regen.
* Due to fast startup for a medium and multiple hits, it will most likely win in clashes
 
Another great tool for GT Goku, also really good in blockstrings for the amount of time it locks down the opponent.
If 5L is reflected, 5LL does not go far enough to hit the opponent again.
}}
}}
{{!}}-
{{AttackVersion|name=5LLL}}
{{AttackVersion|name=5LLL}}
{{#lsth:DBFZ/GT Goku/Data|5LLL}}
{{#lsth:{{PAGENAME}}/Data|5LLL}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* 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.
Using an assist like Trunks and delaying the cancel from 5LL can give GT Goku an easy and effective tick throw.
Very commonly used for back-to-corner combos and to combo into Spirit Bomb.
 
Like the other 5LLL grabs, Goku can also tickthrow with low blockstun assists, though this isn't crucial for him as he has numerous other options to open opponents up.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5M</font> ======
======<font style="visibility:hidden;font-size:0">5M</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_5M.png |caption=tha KNEE
|name=5M
|name=5M
|image=DBFZ_GTGoku_5M.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|5M}}
{{#lsth:{{PAGENAME}}/Data|5M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Advances forward a respectable distance
* Advances forward a respectable distance
If you get tagged by this in the corner, you're going to take 7k.
If you get tagged by this in the corner, you're going to die. Simple as.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5H</font> ======
======<font style="visibility:hidden;font-size:0">5H</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_5H.png |caption=p o o m
|name=5H
|name=5H
|image=DBFZ_GTGoku_5H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|5H}}
{{#lsth:{{PAGENAME}}/Data|5H}}
{{!}}-
{{!}}-
{{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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">5S</font> ======
======<font style="visibility:hidden;font-size:0">5S</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_5S.png |caption= E X P A N D .
|name=5S
|name=5S
|image=DBFZ_GTGoku_5S.png |caption=E X P A N D
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|5S}}
{{#lsth:{{PAGENAME}}/Data|5S}}
{{!}}-
{{!}}-
{{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.
* 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2L</font> ======
======<font style="visibility:hidden;font-size:0">2L</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_2L.png |caption=Literally every crouching light kick
|name=2L
|name=2L
|image=DBFZ_GTGoku_2L.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|2L}}
{{#lsth:{{PAGENAME}}/Data|2L}}
{{!}}-
{{!}}-
{{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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2M</font> ======
======<font style="visibility:hidden;font-size:0">2M</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_2M.png |caption=Chipp would like his 2D back
|name=2M
|name=2M
|image=DBFZ_GTGoku_2M.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|2M}}
{{#lsth:{{PAGENAME}}/Data|2M}}
{{!}}-
{{!}}-
{{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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2H</font> ======
======<font style="visibility:hidden;font-size:0">2H</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_2H.png |caption=Koryuken!
|name=2H
|name=2H
|image=DBFZ_GTGoku_2H.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|2H}}
{{#lsth:{{PAGENAME}}/Data|2H}}
{{!}}-
{{!}}-
{{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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">2S</font> ======
======<font style="visibility:hidden;font-size:0">2S</font>======
{{MoveData
{{MoveData
|name=2S
|image=DBFZ_GTGoku_2S.png |caption=Why is this a low
|image=DBFZ_GTGoku_2S.png |caption=Why is this a low
|name=2S
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|2S}}
{{#lsth:{{PAGENAME}}/Data|2S}}
{{!}}-
{{!}}-
{{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, specials, supers.
* On block/hit, can be cancelled early into grounded attacks
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">6M</font> ======
======<font style="visibility:hidden;font-size:0">6M</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_6M.png |caption=
|name=6M
|name=6M
|image=DBFZ_GTGoku_6M.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|6M}}
{{#lsth:{{PAGENAME}}/Data|6M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Uses Hit and Hurtboxes of j.H
* Universal overhead. Uses hit and hurtboxes of j.H.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.L</font> ======
======<font style="visibility:hidden;font-size:0">j.L</font>======
{{MoveData
{{MoveData
|name=j.L
|image=DBFZ_GTGoku_jL.png |caption=
|image=DBFZ_GTGoku_jL.png |caption=
|name=j.L
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|j.L}}
{{#lsth:{{PAGENAME}}/Data|j.L}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Has a large hitbox that will beat out superdash
It's a tiny jab.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.M</font> ======
======<font style="visibility:hidden;font-size:0">j.M</font>======
{{MoveData
{{MoveData
|name=j.M
|image=DBFZ_GTGoku_jM.png |caption=
|image=DBFZ_GTGoku_jM.png |caption=
|name=j.M
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|j.M}}
{{#lsth:{{PAGENAME}}/Data|j.M}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* j.MLL series allows for triple overhead on tall opponents
It's a tiny kick.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.H</font> ======
======<font style="visibility:hidden;font-size:0">j.H</font>======
{{MoveData
{{MoveData
|name=j.H
|image=DBFZ_GTGoku_jH.png |caption=
|image=DBFZ_GTGoku_jH.png |caption=
|name=j.H
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|j.H}}
{{AttackVersion|name=5LLLLLLL}}
{{#lsth:{{PAGENAME}}/Data|5LLLLLLL}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|8|text=
* Launches outwards instead of down
* Smash hit wall bounces
* Has a hitbox behind Goku to the point that it works like a traditional Street Fighter crossup
}}
* Great for sparking corner loops
{{AttackVersion|name=j.H}}
{{#lsth:{{PAGENAME}}/Data|j.H}}
{{!}}-
{{Description|8|text=
* 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.S</font> ======
======<font style="visibility:hidden;font-size:0">j.S</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_jS.png |caption= The Neutral
|name=j.S
|name=j.S
|image=DBFZ_GTGoku_jS.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|j.S}}
{{#lsth:{{PAGENAME}}/Data|j.S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Unlike 5H, hits with the entire pole instead of extending it out.
* Temporarily stalls momentum.
* Pole doesn't have hurtbox
* Similar traits to 5S but hits with the entire pole instead of extending it out.
* Smash hit can confirm into Super Dash
* Smash hit can confirm into Super Dash.
* Main air combo extender.
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2H</font> ======
======<font style="visibility:hidden;font-size:0">j.2H</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_j2H.png |caption=Frieza j.2H version 3, order now and get SKD absolutely free!
|name=j.2H
|name=j.2H
|image=DBFZ_GTGoku_j2H.png |caption=Why is this plus
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|j.2H}}
{{#lsth:{{PAGENAME}}/Data|j.2H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Smash on air-to-air, gives SKD
* 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-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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.2S</font> ======
======<font style="visibility:hidden;font-size:0">j.2S</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_j2S.png |caption=PoGoku
|name=j.2S
|name=j.2S
|image=DBFZ_GTGoku_j2S.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|j.2S}}
{{#lsth:{{PAGENAME}}/Data|j.2S}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Only hit once he touches the ground
* Falls straight down and then recovers in the air. 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 special attacks even on whiff
* After touching the ground, is whiff cancellable to j.S, j.2H, specials, 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 crossup like most characters (without setups). So instead, he'll be mixing left/right with this move. It's still rather slow, but is really ambiguous.


Slightly faster than actually falling to the ground sometimes, so it's useful for some oki situations, or if you want to quickly fall to the ground to fake an opponent out. Not perfect, but has it's uses.
2S > j.3S covered with the assist is also a high/low setup with delay airdash high and land low. 2S > delay j.3S is also a crossup.
}}
}}
}}
}}


==Specials==
==Special Moves==
====== <font style="visibility:hidden" size="0">Dragon Flurry Fist</font> ======
======<font style="visibility:hidden;font-size:0">Dragon Flurry Fist</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_DragonFlurryFist.png |caption=Like SSjGoku's 236 but better
|name=Dragon Flurry Fist
|input=236L/M/H (Air OK)
|input=236L/M/H (Air OK)
|name=Dragon Flurry Fist
|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}}
{{#lsth:DBFZ/GT Goku/Data|236L}}
{{#lsth:{{PAGENAME}}/Data|236L}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/GT Goku/Data|j.236L}}
{{#lsth:{{PAGENAME}}/Data|j.236L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Good filler for grounded assist combos
* Short-ranged charge.
* 5MMM wall bounces.
}}
}}
{{!}}-
{{AttackVersion|name=Ground M}}
{{AttackVersion|name=Ground M}}
{{#lsth:DBFZ/GT Goku/Data|236M}}
{{#lsth:{{PAGENAME}}/Data|236M}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/GT Goku/Data|j.236M}}
{{#lsth:{{PAGENAME}}/Data|j.236M}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Essential combo extender in the corner
* Pauses for a bit before charing just over half screen.
* Smash hit wall splats.
* Essential combo extender in the corner.
}}
}}
{{!}}-
{{AttackVersion|name=Ground H}}
{{AttackVersion|name=Ground H}}
{{#lsth:DBFZ/GT Goku/Data|236H}}
{{#lsth:{{PAGENAME}}/Data|236H}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/GT Goku/Data|j.236H}}
{{#lsth:{{PAGENAME}}/Data|j.236H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* 236M with the speed of 236L
* Range of M versions with speed of L versions.
* 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Dragon Flash Fist</font> ======
======<font style="visibility:hidden;font-size:0">Dragon Flash Fist</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_DragonFlashFist.png |caption= Goku stealing moves from Jam
|name=Dragon Flash Fist
|input=214L/M/H (Air OK)
|input=214L/M/H (Air OK)
|name=Dragon Flash Fist
|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.
}}
}}
{{!}}-
{{AttackVersion|name=Ground L}}
{{AttackVersion|name=Ground L}}
{{#lsth:DBFZ/GT Goku/Data|214L}}
{{#lsth:{{PAGENAME}}/Data|214L}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air L}}
{{AttackVersion|name=Air L}}
{{#lsth:DBFZ/GT Goku/Data|j.214L}}
{{#lsth:{{PAGENAME}}/Data|j.214L}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* placeholder
* 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. 5H > 214L + assist is a decent high/low.
}}
}}
{{!}}-
{{AttackVersion|name=Ground M}}
{{AttackVersion|name=Ground M}}
{{#lsth:DBFZ/GT Goku/Data|214M}}
{{#lsth:{{PAGENAME}}/Data|214M}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air M}}
{{AttackVersion|name=Air M}}
{{#lsth:DBFZ/GT Goku/Data|j.214M}}
{{#lsth:{{PAGENAME}}/Data|j.214M}}
{{!}}-
{{!}}-
{{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.
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:DBFZ/GT Goku/Data|214H}}
{{#lsth:{{PAGENAME}}/Data|214H}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air H}}
{{AttackVersion|name=Air H}}
{{#lsth:DBFZ/GT Goku/Data|j.214H}}
{{#lsth:{{PAGENAME}}/Data|j.214H}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* placeholder
* 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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Kamehameha</font> ======
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_Kamehameha.png |caption=  
|name=Kamehameha
|input=236S (Air OK)
|input=236S (Air OK)
|name=Kamehameha
|image=DBFZ_GTGoku_Kamehameha.png |caption=
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/GT Goku/Data|236S}}
{{#lsth:{{PAGENAME}}/Data|236S}}
{{!}}-
{{!}}-
{{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:DBFZ/GT Goku/Data|j.236S}}
{{#lsth:{{PAGENAME}}/Data|j.236S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Cell's downward beam.
* 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.
 
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.
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Reverse Kamehameha</font> ======
======<font style="visibility:hidden;font-size:0">Reverse Kamehameha</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_ReverseKamehameha.png |caption= Who ordered 8 years of hitstun? Also Blanka's VT1 from SFV on 'roids
|name=Reverse Kamehameha
|input=214S (Air OK)
|input=214S (Air OK)
|name=Reverse Kamehameha
|image=DBFZ_GTGoku_ReverseKamehameha.png |caption=Character defining
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/GT Goku/Data|214S}}
{{#lsth:{{PAGENAME}}/Data|214S}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/GT Goku/Data|j.214S}}
{{#lsth:{{PAGENAME}}/Data|j.214S}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Blast does more damage and histun than headbutt
* Pauses for a bit, shoots a blast behind him and then dashes forward.
* Can be aimed diagonally
* 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 {{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
 
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.
}}
}}
}}
}}


==Assist==
==Z Assists==
======<font style="visibility:hidden;font-size:0">Assist A</font>======
{{MoveData
{{MoveData
|name=Kamehameha
|input=Assist A
|image=DBFZ_GTGoku_Kamehameha.png |caption=
|image=DBFZ_GTGoku_Kamehameha.png |caption=
|input=A1/A2
|name=Kamehameha
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|A1/A2}}
{{#lsth:{{PAGENAME}}/Data|Assist A}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
* Ground beam, runs slightly forward
* 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.
}}
}}
======<font style="visibility:hidden;font-size:0">Assist B</font>======
{{MoveData
|name=Dragon Flash Fist
|input=Assist B
|image=DBFZ_GTGoku_DragonFlashFist.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist B}}
{{!}}-
{{Description|7|text=
* Causes a ground bounce.
}}
}}
}}
}}


==Supers==
======<font style="visibility:hidden;font-size:0">Assist C</font>======
====== <font style="visibility:hidden" size="0">Super Kamehameha</font> ======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_SuperKamehameha.png |caption= Woah, an original attack that I've never seen before!
|name=Power Pole
|input=Assist C
|image=DBFZ_GTGoku_jS.png |caption=
|data=
{{AttackDataHeader-DBFZ}}
{{!}}-
{{#lsth:{{PAGENAME}}/Data|Assist C}}
{{!}}-
{{Description|7|text=
* Tracks the opponent anywhere on screen.
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
}}
}}
 
==Super Moves==
======<font style="visibility:hidden;font-size:0">Super Kamehameha</font>======
{{MoveData
|name=Super Kamehameha
|input=236L+M or 236H+S
|input=236L+M or 236H+S
|name=Super Kamehameha
|image=DBFZ_GTGoku_SuperKamehameha.png |caption=Original Attack no Jutsu
|data=
|data=
{{AttackDataHeader-DBFZ}}
{{AttackDataHeader-DBFZ}}
{{!}}-
{{!}}-
{{#lsth:DBFZ/GT Goku/Data|236LM}}
{{#lsth:{{PAGENAME}}/Data|236LM}}
{{!}}-
{{!}}-
{{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
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Dragon Fist Explosion</font> ======
======<font style="visibility:hidden;font-size:0">Dragon Fist Explosion</font>======
{{MoveData
{{MoveData
|name=Dragon Fist Explosion
|input=214L+M (Air OK)
|image=DBFZ_GTGoku_DragonFistExplosion.png |caption=
|image=DBFZ_GTGoku_DragonFistExplosion.png |caption=
|image2=DBFZ_GTGoku_DragonFistExplosion2.png |caption2= '''''"I'll put everything I got into this punch!'''''
|image2=DBFZ_GTGoku_DragonFistExplosion2.png |caption2='''''"I'll put everything I got into this punch!'''''
|input=214L+M (Air OK)
|data=
|name=Dragon Fist Explosion
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/GT Goku/Data|214LM}}
{{#lsth:{{PAGENAME}}/Data|214LM}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/GT Goku/Data|j.214LM}}
{{#lsth:{{PAGENAME}}/Data|j.214LM}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Cost 3 Ki gauges
* Cost 3 Ki gauges
* Goes halfscreen. Switches sides on hit
* Damage increased when a teammate is downed, but oki is unchanged. The only "real" option he gets is an IAD j.H safe jump.
* 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
}}
}}
}}
}}


====== <font style="visibility:hidden" size="0">Super Ultra Spirit Bomb</font> ======
======<font style="visibility:hidden;font-size:0">Super Ultra Spirit Bomb</font>======
{{MoveData
{{MoveData
|image=DBFZ_GTGoku_SuperUltraSpiritBomb.png |caption="Thank you spirits of the universe!"
|name=Super Ultra Spirit Bomb
|input=214H+S (Air OK)
|input=214H+S (Air OK)
|name=Super Ultra Spirit Bomb
|image=DBFZ_GTGoku_SuperUltraSpiritBomb.png |caption=RIP oki 2019-2020
|data=
|data=
{{AttackDataHeader-DBFZ|version=yes}}
{{AttackDataHeader-DBFZ|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Ground}}
{{AttackVersion|name=Ground}}
{{#lsth:DBFZ/GT Goku/Data|214HS}}
{{#lsth:{{PAGENAME}}/Data|214HS}}
{{!}}-
{{!}}-
{{AttackVersion|name=Air}}
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/GT Goku/Data|j.214HS}}
{{#lsth:{{PAGENAME}}/Data|j.214HS}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
* Cost 3 Ki gauges
* Cost 3 Ki gauges
* Minimum damage: 59*32
* Minimum damage: 39*31, 159 (1368)
* 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, causes hard knockdown
* Recovers in the air right after he throws it. Bomb disappears only if Goku is hit.
* Unlike Base Goku's Spirit Bomb, it doesn't give a huge burst of damage at the end of the attack.
* Comboing afterward doesn't have Super scaling. Soft knockdown if the opponent is left falling to the ground.
 
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[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, or land, dash DR > 236M for optimal bar dump, though it's slightly harder.
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 very 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.
 
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.
}}
}}
}}
}}


==Navigation==
==Navigation==
{{#lsth:DBFZ/GT Goku/Data|Links}}
{{#lsth:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/GT Goku/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category:Goku]]
[[Category:Goku]]

Revision as of 12:52, 27 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, an aerial fastfall.
  • 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, his damage is near unparalleled.
  • 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
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B1 - - - 5 - 11 16 16
DBFZ GTGoku 5L.png
  • 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


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
180×4 All 10 2(2)2(2)2(2)2 18 -4 B2 - - - 2×4 - 15 - -
DBFZ GTGoku 5LL.png
  • 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.

5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 Throw 11 1 20 (whiff) - B6 - U3+ - 12 - - Launch 39
DBFZ GTGoku 5LLL.png
  • 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 tickthrow 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
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 10 4 22 -7 B2 - - - 7 - 18 - -
DBFZ GTGoku 5M.png


  • 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
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 13 5 19 -2 B4 - U1 - 12 - 15 Launch 22 /
DBFZ GTGoku 5H.png


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

5S
5S
DBFZ GTGoku 5S.png
E X P A N D
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 All 20 5 20 -2 B3 - U1+ - 12 - 19 Launch / 39
DBFZ GTGoku 5S.png


  • 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
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F1 - - - 5 - 11 16 -
DBFZ GTGoku 2L.png


  • 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
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 10 4 18 -6 F2 - - - 7 - 15 Launch 22
DBFZ GTGoku 2M.png


  • 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
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 13 3 27 -15 B4 - U1+ - 12 - 15 Launch 22 / 39
DBFZ GTGoku 2H.png


  • 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
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 14 2 15+5L [9 if cancelled into air action] -5 [+1] F2 - - - 7 - 16 Launch -
DBFZ GTGoku 2S.png
Leap past neutral and into mixups


  • Vaults almost fullscreen. Hold Template: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, supers.
  • On block/hit, can be cancelled early into grounded attacks
6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 10 0 B3 - - - 12 - - - -
DBFZ GTGoku jH.png


  • Universal overhead. Uses hit and hurtboxes of j.H.
j.L
j.L
DBFZ GTGoku jL.png
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 4 10 - H1 - - - 5 - - - -
DBFZ GTGoku jL.png


It's a tiny jab.

j.M
j.M
DBFZ GTGoku jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 9 4 14 - H2 - - - 7 - - - -
DBFZ GTGoku jM.png


It's a tiny kick.

j.H
j.H
DBFZ GTGoku jH.png
Template:AttackDataHeader-DBFZ
5LLLLLLL
  • Smash hit wall bounces
j.H


j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 [1000] High 11 6 18 - H3 - [D3+] - 12 - - - -
DBFZ GTGoku jH.png
  • 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
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750 All 18 3 19 - H3 - U1+ - 12 - - - -
DBFZ GTGoku jS.png


  • 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.

j.2H
j.2H
DBFZ GTGoku j2H.png
Why is this plus
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 18 4 14+5L - H3 - D1 - 12 - - - -
DBFZ GTGoku j2H.png
PLUS 4


  • 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-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
Template:AttackDataHeader-DBFZ
j.2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 14, Until Landing 2 14 (air), 28 (landing) -2 H1 - - - 5 - - - -
DBFZ GTGoku j2S.png
Left/Right mix-up tool


  • 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, supers, and can also choose the direction he hops to with Template:4 or Template: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 crossup like most characters (without setups). 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 also a high/low setup with delay airdash high and land low. 2S > delay j.3S is also a crossup.

Special Moves

Dragon Flurry Fist
Dragon Flurry Fist
236L/M/H (Air OK)
DBFZ GTGoku DragonFlurryFist.png
LARIAT
Template:AttackDataHeader-DBFZ
  • Auto-followup only comes out on hit
Ground L


236L
L Dragon Flurry Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300 / 300,850 All 9 6 18 -3 (forced) B3 - - - 6 / 6×2 - 20 Launch -
DBFZ GTGoku DragonFlurryFist.png
Air L


j.236L
Air L Dragon Flurry Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300 / 300,800 All 9 6 19 - H3 - - - 6 / 6×2 - - - -
DBFZ GTGoku DragonFlurryFist.png
  • Short-ranged charge.
  • 5MMM wall bounces.
Ground M


236M
M Dragon Flurry Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300 / 300,100×2,950 All 16 10 18 -3 (forced) B6 - U1+ - 6 / 6×4 - - Launch -
DBFZ GTGoku DragonFlurryFist.png
Air M


j.236M
Air M Dragon Flurry Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300 / 300,100×2,900 All 16 10 20 - H6 - U1+ - 6 / 6×4 - - - -
DBFZ GTGoku DragonFlurryFist.png
  • Pauses for a bit before charing just over half screen.
  • Smash hit wall splats.
  • Essential combo extender in the corner.
Ground H


236H
H Dragon Flurry Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300 / 300,150×4,1000 All 9 10 18 -3 (forced) B6 - U1+ - -100 - - Launch -
DBFZ GTGoku DragonFlurryFist.png
Air H


j.236H
Air H Dragon Flurry Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300 / 300,100×4,900 All 9 10 20 - H6 - U1+ - -100 - - - -
DBFZ GTGoku DragonFlurryFist.png
  • Range of M versions with speed of L versions.
  • 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
Dragon Flash Fist
214L/M/H (Air OK)
DBFZ GTGoku DragonFlashFist.png
Skipping neutral, literally
Template:AttackDataHeader-DBFZ
  • Recovers in mid-air and has access to air options.
  • All hits launches except for the last one.
  • Considered a beam projectile.
Ground L


214L
L Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
450, 100×5 All 15 19 20 (air), 26 (ground) -5 P2 - - - 1×6 - - - -
DBFZ GTGoku DragonFlashFist.png
Air L


j.214L
Air L Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
450, 100×5 All 13 19 19 - P2 - - - 1×6 - - - -
DBFZ GTGoku DragonFlashFist.png
  • 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. 5H > 214L + assist is a decent high/low.

Ground M


214M
M Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500, 100×5 All 17 19 20 (air), 29 (ground) -5 P2 - D1 - 1×6 - - - -
DBFZ GTGoku DragonFlashFist.png
Air M


j.214M
Air M Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500, 100×5 All 15 19 19 - P2 - D1 - 1×6 - - - -
DBFZ GTGoku DragonFlashFist.png
  • 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


214H
H Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900, 100×5 All 15-23 - 20 (air), 26 (ground) -5 P2 - D1 - -100 - - - -
DBFZ GTGoku DragonFlashFist.png
Air H


j.214H
Air H Dragon Flash Fist
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900, 100×5 All 13-27 19 18 - P2 - D1 - -100 - - - -
DBFZ GTGoku DragonFlashFist.png
  • 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
Template:AttackDataHeader-DBFZ
Ground


236S
Kamehameha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5 All 20 [39] 25 21 -16 (point blank) P2 - - - 12 - - - -
DBFZ GTGoku Kamehameha.png
  • Slightly angled upward
  • Hold S to charge and start running (data in [] refers to maximum charge without running back)
  • Hold Template:4 during the charge to shimmy backward
  • Jails into Vanish
Air


j.236S
Air Kamehameha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5 All 18 25 - - P2 - - - 12 - - - -
DBFZ GTGoku AirKamehameha.png
  • 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.

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
Template:AttackDataHeader-DBFZ
Ground


214S
Reverse Kamehameha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700, 500 All 11, 25 3 (blast), 9 (headbutt) 30+15L -4 P2, B3 11-42 Guard - - 12×2 - - - -
DBFZ GTGoku ReverseKamehameha.png
Air


j.214S
Air Reverse Kamehameha
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700, 500 All 11, 25 3 (blast), 9 (headbutt) 30+15L -4 P2, H3 11-42 Guard - - 12×2 - - - -
DBFZ GTGoku ReverseKamehameha.png
  • 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, 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 Template:9, Template:6, Template:3, while the next 2 can be all 6 directions beside Template:8 and Template: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
Assist A
DBFZ GTGoku Kamehameha.png
Template:AttackDataHeader-DBFZ
Assist A
Kamehameha
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
200×5 All 40 25 - +34 P2 - - - 0 - - - -
DBFZ GTGoku Kamehameha.png


  • 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
Dragon Flash Fist
Assist B
DBFZ GTGoku DragonFlashFist.png
Template:AttackDataHeader-DBFZ
Assist B
Dragon Flash Fist
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
200, 4×140 All 20 - - +40 - - - - - - 40 - -
DBFZ GTGoku DragonFlashFist.png


  • Causes a ground bounce.
Assist C
Power Pole
Assist C
DBFZ GTGoku jS.png
Template:AttackDataHeader-DBFZ
Assist C
Power Pole
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - 45 [20] - - +29 - - - - - - 29 - -
DBFZ GTGoku jS.png


  • Tracks the opponent anywhere on screen.
  • On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.

Super Moves

Super Kamehameha
Super Kamehameha
236L+M or 236H+S
DBFZ GTGoku SuperKamehameha.png
Original Attack no Jutsu
Template:AttackDataHeader-DBFZ
  • 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!
Template:AttackDataHeader-DBFZ
Ground
Air
  • Cost 3 Ki gauges
  • Goes halfscreen. Switches sides on hit
  • Damage increased when a teammate is downed, but oki is unchanged. The only "real" option he gets is an IAD j.H safe jump.
  • Minimum damage: 1659 [1859]
Super Ultra Spirit Bomb
Super Ultra Spirit Bomb
214H+S (Air OK)
DBFZ GTGoku SuperUltraSpiritBomb.png
RIP oki 2019-2020
Template:AttackDataHeader-DBFZ
Ground
Air
  • Cost 3 Ki gauges
  • Minimum damage: 39*31, 159 (1368)
  • Teleports backward in midscreen before throwing the bomb, or switches side if he's cornered.
  • Recovers in the air right after he throws it. Bomb disappears only if Goku is hit.
  • Comboing afterward doesn't have Super scaling. Soft knockdown if the opponent is left falling to the ground.

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[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, or land, dash DR > 236M for optimal bar dump, though it's slightly harder.

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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