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
Input L.png 400 All
150px A gut punch.
Input L.pngInput L.png 666 All
150px A charging flurry of punches.
Input L.pngInput L.pngInput L.png 1000 All
150px Grabs the opponent and throws them behind himself. Will whiff if Input L.pngInput L.png is blocked
Input Damage Guard Start-Up Advantage
Input M.png 700 All
150px A jumping knee attack. Moves Goku a small distance forward.
Input Damage Guard Start-Up Advantage
Input H.png 850 All
150px An advancing side kick.
Input Damage Guard Start-Up Advantage
Input S.png 750 All
150px Takes out the Power Pole and extends it forward. Can be followed up into a Super Dash.
Input Damage Guard Start-Up Advantage
Input 2.pngInput L.png 400 Crouch
150px A low shin kick.
Input Damage Guard Start-Up Advantage
Input 2.pngInput M.png 700 Crouch
150px A short-ranged sweepkick.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png 850 All
150px A leaping uppercut that launches the opponent. Invulnerable to air-attacks.
Input Damage Guard Start-Up Advantage
Input 2.pngInput S.png 400 All
150px Plants the Power Pole on the ground and uses it to bounce himself into the air. Holding down Input 4.png before jumping will reduce the distance traveled.
Input Damage Guard Start-Up Advantage
Input 6.pngInput M.png 850 Stand
150px An jumping roundhouse kick.
Input Damage Guard Start-Up Advantage
Input L.png (in air) 400 Stand
150px A midair jab.
Input Damage Guard Start-Up Advantage
Input M.png (in air) 700 Stand
150px A midair sidekick.
Input Damage Guard Start-Up Advantage
Input H.png (in air) 750 Stand
150px An airborne roundhouse kick that launches opponents horizontally.
Input Damage Guard Start-Up Advantage
Input S.png (in air) 750 All
150px Stops in midair and extends the Power Pole forward.
Input Damage Guard Start-Up Advantage
Input 2.pngInput H.png (in air) 1000 All
150px An upside-down bicycle kick while moving slightly forward.
Input Damage Guard Start-Up Advantage
Input 2.pngInput S.png (in air) 400 All
150px Holds the Power Pole down like a pogo stick and falls down to the ground. Holding down Input 6.png upon contact with the opponent or the ground will make Goku jump forward while holding down Input 4.png makes Goku leap backwards.


Special Moves

Dragon Flurry Fist (龍連撃)
150px 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
Input 236.pngInput L.png (air OK) 980 All
The shockwave does not consume Smash on hit.
Input 236.pngInput M.png (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.
Input 236.pngInput H.png (air OK) 1580 All
Contains less start-up than the Input M.png 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)
150px Jumps forward and unleashes a blue energy orb in front of himself.
Input Damage Guard Start-Up Advantage
Input 214.pngInput L.png (air OK) 850 All
Gives off a short groundbounce on hit.
Input 214.pngInput M.png (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.
Input 214.pngInput H.png (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
Input 236.pngInput S.png (air OK) 1098 All
150px Fires a Kamehameha wave at an upward angle. Holding down Input S.png while on the ground causes Goku to charge forward before firing and inputting Input 4.png (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
Input 214.pngInput S.png (air OK) [500], [700] All
150px Fires a Kamehameha in the opposite direction and uses the momentum to charge forward. The charge itself can be directed, with inputting Input 8.png causing him to charge upward, and inputting Input 2.png 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)
Input A1.png/Input A2.png 200 (x5) All
150px Steps forward and fires a Kamehameha upward.
Z-Assist B: Dragon Flash Fist (龍閃掌)
Input A1.png/Input A2.png 800 All
150px Jumps forward and fires a blue energy orb in front of himself.
Z-Assist C: Power Pole (如意棒)
Input A1.png/Input A2.png 1080 All
150px 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
Input 236.pngInput L.pngInput M.png 2050 [2460] All
150px 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
Input 214.pngInput L.pngInput M.png (air OK) 4059 [4859] All
150px 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
Input 214.pngInput H.pngInput S.png (air OK) 5157 All
150px 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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