DBFZ/GT Goku

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< DBFZ
Revision as of 17:04, 18 January 2020 by 71.209.84.203 (talk) (Several additions to the article and further cleanup.)
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/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 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.

Strengths/Weaknesses

Strengths Weaknesses
  • 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.
  • Very small, and very fast. He's smaller than Gotenks. This makes it hard for his opponent to ascertain what he is actually doing.
  • Specials are insane and allow him to dominate the neutral, or outright skip it at the cost of meter or an assist. 236H beats everything in the game. 214X also gives him knockdowns off of anything.
  • Super Kamehameha (236LM/HS) and Dragon Fist Explosion (214LM) are both enhanced if one of Goku's teammates has been downed.
  • 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/fakeout low that converts into combos.
  • 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.
  • 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.
  • That's it. No, really.
  • Maybe if you wanted to stretch things, you could say his metered specials are so good that it almost makes him meter hungry.


Normal Moves

5L
5L
DBFZ GTGoku 5L.png
fei long called, wants his move back
DBFZ GTGoku 5LL.png
ATATATATATATATAT
DBFZ GTGoku 5LLL.png
Into the Spirit Bomb!
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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
  • Has a different knockback angle that allows it to easily connect to 5LL on air hit
  • Pushes Goku forward a bit giving it a misleading amount of range.

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.

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, even when 5L connects beforehand
  • Pushes Goku forward a great deal
  • 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.

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.
  • Can combo into spirit bomb using 2147S 3S

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.

5M
5M
DBFZ GTGoku 5M.png
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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
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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


  • Advances forward pretty far and fast startup for a heavy button.
5S
5S
DBFZ GTGoku 5S.png
E X P A N D
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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


  • Pole extends out like a projectile, wall bounces on Smash hit
  • Pole doesn't have hurtbox

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
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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


  • First 2L slides forwards, follow-up does not
2M
2M
DBFZ GTGoku 2M.png
Chipp would like his 2D back
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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


  • Short range and low forward movement
2H
2H
DBFZ GTGoku 2H.png
Koryuken!
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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 AA, faster than the average 2H

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
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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


  • Has access to air options after recovery
  • Hold Template:4 during startup to leap half as far
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


  • 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


  • Has a large hitbox that will beat out superdash
j.M
j.M
DBFZ GTGoku jM.png
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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


  • j.MLL series allows for triple overhead on tall opponents
j.H
j.H
DBFZ GTGoku jH.png
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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


  • Launches outwards instead of down
  • Has a hitbox behind Goku to the point that it works like a traditional Street Fighter crossup
  • Great for sparking corner loops
j.S
j.S
DBFZ GTGoku jS.png
The Neutch
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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


  • Unlike 5H, hits with the entire pole instead of extending it out.
  • Pole doesn't have hurtbox
  • Smash hit can confirm into Super Dash
  • Main air combo extender.
j.2H
j.2H
DBFZ GTGoku j2H.png
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


  • Smash on air-to-air, gives SKD

Lets Goku combo into Super Kamehameha more easily than 214M.

j.2S
j.2S
DBFZ GTGoku j2S.png
PoGoku
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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


  • Only hits once he touches the ground
  • Can be aimed with 1S and 3S
  • Can be followed up with j.S or special attacks even on whiff

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

Special Moves

Dragon Flurry Fist
Dragon Flurry Fist
236L/M/H (Air OK)
DBFZ GTGoku DragonFlurryFist.png
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  • Followup doesn't come out on block
  • Smash hit wall bounces
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 that doesn't consume smash.

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
  • Consumes Smash on hit.
  • Essential combo extender in the corner

Goku will latch onto the opponent and begin blasting them on hit, before knocking them back for a short wallbounce.
Using Reverse Kamehameha (214S) immediately will allow you to extend combos in the corner after j.236M. Or you can superdash.

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
  • Wallbounces even midscreen after Smash hit.

Disgusting. Beats everything. Safe on block. Massive damage if you happen to hit the opponent with it, even midscreen. The ultimate roundstart tool. 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.

Dragon Flash Fist
Dragon Flash Fist
214L/M/H (Air OK)
DBFZ GTGoku DragonFlashFist.png
Neutral: REDUX
Template:AttackDataHeader-DBFZ
  • Has access to air options after recovery
  • Smash on the last hit, ground bounce SKD
  • 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
  • Gives a short groundbounce.
  • Does not cause a slide knockdown.

Mostly just combo filler, or a way to annoy an opponent trying to 2H you.

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
  • Standard Air Combo ender
  • Does not combo into 236L+M midscreen

Slide knockdown and groundbounce on demand. Goku recovers and lands rather quickly after this, which can allow for "combo extensions" after calling an assist.

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.

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.

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
  • Upward beam
  • 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
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
  • Cell's downward beam.

Useful for neutral control, but not ideal if the opponent is too close as they can run under it and punish.

Reverse Kamehameha
Reverse Kamehameha
214S (Air OK)
DBFZ GTGoku ReverseKamehameha.png
Who ordered 8 years of hitstun?
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
  • Blast does more damage and histun than headbutt
  • Can be aimed diagonally
  • Upward: Blast ground bounces
  • Sideways: Blast wall bounces
  • Downward: Headbutt ground bounces
  • Low recovery, headbutt pop up on block, has access to air options
  • Direction + S allows 2 extra dashes even on whiff, block
  • 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.

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.
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.

Assist

Kamehameha
A1/A2
DBFZ GTGoku Kamehameha.png
Template:AttackDataHeader-DBFZ
  • 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.

Super Moves

Super Kamehameha
Super Kamehameha
236L+M or 236H+S
DBFZ GTGoku SuperKamehameha.png
Woah, an original attack that I've never seen before!
Template:AttackDataHeader-DBFZ
  • Cost 1 Ki gauge
  • 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.
Comboing into this from 214M knockdowns can be difficult midscreen without a DHC to back Goku up.

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
  • 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
Super Ultra Spirit Bomb
Super Ultra Spirit Bomb
214H+S (Air OK)
DBFZ GTGoku SuperUltraSpiritBomb.png
The best Level 3 in the game. Goku takes something from his father.
Template:AttackDataHeader-DBFZ
Ground
Air
  • Cost 3 Ki gauges
  • 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
  • Without followups, a hard knockdown. Goku recovers extremely quickly. This combined with his normals and tools enables the best okizeme in the game.
  • Unlike Base Goku's Spirit Bomb, it doesn't give a huge burst of damage at the end of the attack.

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

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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