|Overview||Combos||Strategy/Counter Strategy||Full Frame Data||Discord|
The rat monkey child, GT Goku has a mobile and versatile toolkit allowing him to leap across neutral and get straight to the fun. The rest of this paragraph could just go on about how incredible GT Goku's A assist is, practically winning the neutral for your current character risk-free. But GT Goku is more than just an assist. His normals as a whole are quite stubby, but he can make up for it with his specials. These range from Dragon Flurry Fist and Dragon Flash Fist, both of which are utterly ridiculous EX moves. Once in, GT Goku has great stagger pressure and some genuinely powerful mixups when used along assists. As is tradition with Gokus, his damage is quite high, and much like Base Goku his supers get stronger once a teammate has been downed which only adds more to that. He also can uniquely combo into his Super Ultra Spirit Bomb for a double super. You really can't go wrong with putting GT Goku on your team. Just use his A Assist.
|"Everyone keeps telling me I've changed, but I haven't! I'm still me!"|
|Lore:||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.|
|Voice:||Japanese: Masako Nozawa English: Colleen Clinkenbeard|
|GT Goku is a standout all-rounder who provides amazing support to a team.|
- 5L 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.
- All of 5LL 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 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.
- Advances forward a respectable distance
If you get tagged by this in the corner, you're going to die.
Essentially a less useful 5M. Mostly a blockstring/combo filler, he has better options for neutral.
- 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 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.
- 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.
- 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.
- Vaults almost fullscreen. Hold 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
- Universal overhead. Uses hit and hurtboxes of j.H.
It's a tiny jab. Has enough priority to beat superdash if timed correctly.
It's a tiny kick. Better than j.H in terms of mixup potential because of it's chain into j.L, but in terms of a single hit j.H is better.
- 5LLLLLLL Smash hit can wall bounce.
- j.H launches forward instead of down
Faster than most j.H makes this the preferred jump-in compared to j.M, since j.H does more damage, has more range, and they are almost equally as fast.
- 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. Not an answer towards superdash, but at times can catch it depending on distance and if the move is already out.
- 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.
- 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 or . 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 a high/low setup with delay airdash high and land low. 2S > delay j.3S is also a crossup.
Dragon Flurry Fist
236L/M/H (Air OK)
- Auto-followup only comes out on hit
- 236L is a short-ranged charge.
- 5MMM wall bounces.
- 236M pauses for a bit before charing just over half screen.
- Smash hit wall splats.
- Essential combo extender in the corner.
Unlike 236L, 236M has a property where it will launch the opponent the same way every time. Usually this is only used when you have a smash cinematic left, but 236M will always re-center the opponent, making it amazing for combos into supers.
- 236H has the 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
214L/M/H (Air OK)
- Bounces back and recovers in the air after attacking.
- All hits launches except for the last one.
- Considered a beam projectile.
- 214L 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.
- 214M 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.
- 214H 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. Try to confirm Vanish before the last hit so you can keep your sliding knockdown if you're solo.
236S (Air OK)
- 236S is slightly angled upward
- Hold S to charge and start running (data in  refers to maximum charge without running back)
- Hold during the charge to shimmy backward
- Jails into Vanish.
Excellent as an assist, but not all that great without one unless you have an assist to cover it's recovery. Jailing into vanish is unreliable against airborne opponents, so you'll mostly be using this on the ground and up close to keep your turn. Frametraps out of M/H normals, but doesn't catch frame 4 reversals like Vanish. Punishable gap if used from a light normal other than 5LL.
- j.235S 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. This is another way for GT Goku to get in if he has meter, and his main way of doing so without assists. However, the beam doesn't cover right underneath him. Since his hurtbox is tiny, the opponent can run under it and punish if it's being thrown out willy nilly.
214S (Air OK)
- 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 , , , while the next 2 can be all 6 directions beside and .
- 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.
- Ground beam, runs slightly forward.
- Cuts off the far upper corner of the screen, preventing superjumps completely.
- Massive advantage on air block.
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.
Dragon Flash Fist
- Causes a ground bounce.
- Very fast for the amount of hitstun/blockstun it has.
While it is a good assist, it isn't his A assist so you probably won't see it. There isn't an assist in the game that can really compete with GT's A assist.
- Tracks the opponent anywhere on screen.
- On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.
236L+M or 236H+S
- Cost 1 Ki gauge
- Damage increased when a teammate is downed
- Minimum damage: 72*10 [87*10]
GT Goku's DHC super. Since you're most likely to run him Mid or Anchor, you're more likely to see the enhanced version than not. The 150 additional damage makes a huge difference.
Dragon Fist Explosion
214L+M (Air OK)
- Cost 3 Ki gauges
- Goes halfscreen. Switches sides on hit
- Damage increased when a teammate is downed, but oki is unchanged.
- Minimum damage: 1659 
GT Goku's main level 3 now that Ultra Spirit Bomb no longer has a hard knockdown. He doesn't exactly get wizardry off this, but it still has more than enough advantage to maintain pressure. Your only real pressure option is to do an IAD, but there's still plenty of trickery, as IAD j.L will whiff (allowing for land 2L or DR to be visually confusing). Adding a delay will allow it to connect, and j.LL is a double overhead. Otherwise, you have j.M for another double overhead setup and j.H for frame advantage.
Super Ultra Spirit Bomb
214H+S (Air OK)
- Cost 3 Ki gauges
- Minimum damage: 39*31, 159 (1368)
- Teleports backward in midscreen before throwing the bomb. If he's cornered and the opponent is less than halfscreen away from the corner, will teleport out and throw the bomb back in.
- Recovers in the air almost immediately after he throws it. Bomb only disappears if Goku is hit.
- Combos afterward don't receive 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~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 (if you still have air options), or land, dash DR > 236M for optimal bar dump, though it's slightly harder.
|To edit frame data, edit values in DBFZ/GT Goku/Data. Be sure to update both the |