Dragon Ball FighterZ Wiki
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Move List
Frame Data
Power
 
A
Speed
 
S
Reach
 
A
Technique
 
S
Energy
 
A
Ease of Use
 
S
Goku (GT)'s stats from Dragon Ball FighterZ's official website.


Gameplay Synopsis[]

This kid is still Goku through and through, but he's got a whole new playstyle. If you thought Gotenks was the most aggressive dynamo character in the game, we would like to ask you to think again, as Goku (GT) is a reasonable rival for that title. Almost only HALF the height of characters like Kid Buu, he's the fly that can't be swatted. But, boy, oh, boy does this fly has moves. His moves allow him to zip around the screen and devastate any foe he comes in contact with. With a Super Ultra Spirit Bomb and the power of the Super Saiyan 4 transformation on his side via Dragon Fist Explosion, this kid is a whole lot of power condensed into a small package.

Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
A gut punch.
666 All
A charging flurry of punches.
1000 All
Grabs the opponent and throws them behind himself. Will whiff if is blocked
Input Damage Guard Start-Up Advantage
700 All
A jumping knee attack. Moves Goku a small distance forward.
Input Damage Guard Start-Up Advantage
850 All
An advancing side kick.
Input Damage Guard Start-Up Advantage
750 All
Takes out the Power Pole and extends it forward. Can be followed up into a Super Dash.
Input Damage Guard Start-Up Advantage
400 Crouch
A low shin kick.
Input Damage Guard Start-Up Advantage
700 Crouch
A short-ranged sweepkick.
Input Damage Guard Start-Up Advantage
850 All
A leaping uppercut that launches the opponent. Invulnerable to air-attacks.
Input Damage Guard Start-Up Advantage
400 All
Plants the Power Pole on the ground and uses it to bounce himself into the air. Holding down before jumping will reduce the distance traveled.
Input Damage Guard Start-Up Advantage
850 Stand
An jumping roundhouse kick.
Input Damage Guard Start-Up Advantage
(in air) 400 Stand
A midair jab.
Input Damage Guard Start-Up Advantage
(in air) 700 Stand
A midair sidekick.
Input Damage Guard Start-Up Advantage
(in air) 750 Stand
An airborne roundhouse kick that launches opponents horizontally.
Input Damage Guard Start-Up Advantage
(in air) 750 All
Stops in midair and extends the Power Pole forward.
Input Damage Guard Start-Up Advantage
(in air) 1000 All
An upside-down bicycle kick while moving slightly forward.
Input Damage Guard Start-Up Advantage
(in air) 400 All
Holds the Power Pole down like a pogo stick and falls down to the ground. Holding down upon contact with the opponent or the ground will make Goku jump forward while holding down makes Goku leap backwards.


Special Moves[]

Dragon Flurry Fist (龍連撃)
Performs a charging punch followed by a shockwave blast. The shockwave won't come out if the first hit misses or is guarded.
Input Damage Guard Start-Up Advantage
(air OK) 980 All
The shockwave does not consume Smash on hit.
(air OK) 1220 All
The move has more range and is a rush attack that causes a wallbounce if a Smash hasn't been consumed. However, the move has more start-up lag.
(air OK) 1580 All
Contains less start-up than the variant and travels slightly further. The rush attack is now a barrage of shockwave blasts that's a guaranteed wallbounce if a Smash hasn't been consumed. Consumes half a Ki gauge.
Dragon Flash Fist (龍閃掌)
Jumps forward and unleashes a blue energy orb in front of himself.
Input Damage Guard Start-Up Advantage
(air OK) 850 All
Gives off a short groundbounce on hit.
(air OK) 900 All
Travels slightly further during the jump and the orb now causes minimal sliding knockdown. Deals more damage, but has more startup lag.
(air OK) 1300 All
Track's the opponent's current position on the ground. Deals more damage along with having a stronger sliding knockdown. Consumes half a Ki gauge.
Kamehameha (かめはめ波)
Input Damage Guard Start-Up Advantage
(air OK) 1098 All

Fires a Kamehameha wave at an upward angle. Holding down while on the ground causes Goku to charge forward before firing and inputting (while facing right) during charging will make him shimmy backwards. The airborne variant fires at a downward shallow angle.
Reverse Kamehameha (逆かめはめ波)
Input Damage Guard Start-Up Advantage
(air OK) [500], [700] All
Fires a Kamehameha in the opposite direction and uses the momentum to charge forward. The charge itself can be directed, with inputting causing him to charge upward, and inputting will make him charge downward. The blast itself can harm the opponent, which deals more damage and gives more hitstun than the charge. Up to three charges can be performed. Has noticeable lag (15 frames) when landing on the ground after use.


Z Assists[]

Input Damage Guard Start-Up Advantage
Z-Assist A: Kamehameha (かめはめ波)
/ 200 (x5) All
Steps forward and fires a Kamehameha upward.
Z-Assist B: Dragon Flash Fist (龍閃掌)
/ 800 All
Jumps forward and fires a blue energy orb in front of himself.
Z-Assist C: Power Pole (如意棒)
/ 1080 All
Teleports half-screen and extends the Power Pole forward. On hit, Goku teleports behind the opponent and performs a follow-up attack that knocks the opponent to the ground.


Super Attacks[]

Super Kamehameha (超かめはめ波)
Input Damage Guard Start-Up Advantage
2050 [2460] All

Transforms into a Super Saiyan and fires a Kamehameha forward. If there are either one or no allies on Goku's team, Goku powers up to Super Saiyan 3 and fires a stronger Kamehameha. Consumes one Ki gauge.


Meteor Attack[]

Dragon Fist Explosion (龍拳爆発)
Input Damage Guard Start-Up Advantage
(air OK) 4059 [4859] All

Does a jumping kick. Upon connection, Goku charges at the opponent and delivers a punch straight through them, then finishes the job by firing a Kamehameha wave. If there are either one or no allies on Goku's team, Goku transforms into his Super Saiyan 4 form and unleashes an energy attack resembling a golden Shrenron at the opponent. Consumes three Ki gauges.
Super Ultra Spirit Bomb (超ウルトラ元気玉)
Input Damage Guard Start-Up Advantage
(air OK) 5157 All
Teleports into the in the sky to charge up a gigantic Spirit Bomb and hurls it forward. The projectile will move down to the ground and will curve slightly upward before travelling off-screen. If Goku gets hit, the Spirit Bomb detonates. Much like his Saiyan Saga counterpart, Goku always fires the Super Spirit Bomb from one side of the screen and will move to the other side of the screen if he's standing near a corner. However, this variant allows Goku to move after the Spirit Bomb hits the ground, allowing him to follow up with additional attacks. Consumes three Ki gauges.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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