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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/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 | 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=== | ||
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|- style="vertical-align:top;text-align:left" | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * 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 nearly 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. | |||
* 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. | * 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. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* | * 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. | ||
* | |||
|- | |- | ||
|} | |} | ||
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|name=5L | |name=5L | ||
|image=DBFZ_GTGoku_5L.png |caption=fei long called, wants his move back | |image=DBFZ_GTGoku_5L.png |caption=fei long called, wants his move back | ||
|image2=DBFZ_GTGoku_5LL.png |caption2= | |image2=DBFZ_GTGoku_5LL.png |caption2=ATATATATATATATAT | ||
|image3=DBFZ_GTGoku_5LLL.png |caption3= | |image3=DBFZ_GTGoku_5LLL.png |caption3=Into the Spirit Bomb! | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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{{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 | If you get tagged by this in the corner, you're going to die. Simple as. | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Advances forward pretty far and fast startup for a heavy button | * Advances forward pretty far and fast startup for a heavy button. | ||
}} | }} | ||
}} | }} | ||
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* Pole extends out like a projectile, wall bounces on Smash hit | * Pole extends out like a projectile, wall bounces on Smash hit | ||
* Pole doesn't have hurtbox | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Universal AA, faster than the average 2H | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Smash on air-to-air, gives SKD | * Smash on air-to-air, gives SKD | ||
Lets Goku combo into Super Kamehameha more easily than 214M. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Only | * Only hits once he touches the ground | ||
* Can be aimed with 1S and 3S | * Can be aimed with 1S and 3S | ||
* Can be followed up with special attacks even on whiff | * 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 | |||
}} | }} | ||
}} | }} | ||
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{{#lsth:{{PAGENAME}}/Data|j.236L}} | {{#lsth:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
Short-ranged charge that doesn't consume smash. | |||
}} | |||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
{{#lsth:{{PAGENAME}}/Data|236M}} | {{#lsth:{{PAGENAME}}/Data|236M}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Consumes Smash on hit. | |||
* Essential combo extender in the corner | * 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. | |||
<br> | |||
Using Reverse Kamehameha (214S) immediately will allow you to extend combos in the corner after j.236M. Or you can superdash. | |||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
{{#lsth:{{PAGENAME}}/Data|236H}} | {{#lsth:{{PAGENAME}}/Data|236H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth:{{PAGENAME}}/Data|j.236H}} | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Wallbounces even midscreen after Smash hit. | ||
Disgusting. Beats everything that isn't armored or invincible. 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. | |||
}} | }} | ||
}} | }} | ||
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* Has access to air options after recovery | * Has access to air options after recovery | ||
* Smash on the last hit, ground bounce SKD | * Smash on the last hit, ground bounce SKD | ||
* Considered a beam projectile. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * 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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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* Standard Air Combo ender | * Standard Air Combo ender | ||
* Does not combo into 236L+M midscreen | * 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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{#lsth:{{PAGENAME}}/Data|214H}} | {{#lsth:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air H}} | {{AttackVersion|name=Air H}} | ||
{{#lsth:{{PAGENAME}}/Data|j.214H}} | {{#lsth:{{PAGENAME}}/Data|j.214H}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Tracks opponents' horizontal position. | * 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. | |||
}} | }} | ||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Cell's downward beam. | * 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. | |||
}} | }} | ||
}} | }} | ||
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* Direction + S allows 2 extra dashes even on whiff, block | * 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 | * 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. | |||
<br> | |||
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. | |||
}} | }} | ||
}} | }} | ||
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* Minimum damage: 72*10 [87*10] | * Minimum damage: 72*10 [87*10] | ||
* Damage increased when a teammate is downed | * 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. | |||
<br> | |||
Comboing into this from 214M knockdowns can be difficult midscreen without a DHC to back Goku up. | |||
}} | }} | ||
}} | }} | ||
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|name=Super Ultra Spirit Bomb | |name=Super Ultra Spirit Bomb | ||
|input=214H+S (Air OK) | |input=214H+S (Air OK) | ||
|image=DBFZ_GTGoku_SuperUltraSpiritBomb.png |caption= | |image=DBFZ_GTGoku_SuperUltraSpiritBomb.png |caption=The best Level 3 in the game. Goku takes something from his father. | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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* Minimum damage: 59*32 | * 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 | * 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, | * 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. | * 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. | 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 [[DBFZ/GT_Goku#5L|very]][[DBFZ/GT_Goku#Reverse Kamehameha| 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. | 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. |
Revision as of 17:13, 18 January 2020
Goku (GT) |
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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 |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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If you get tagged by this in the corner, you're going to die. Simple as. |
5H
5H |
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5S
5S |
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Not seen often due to GT Goku already having fantastic neutral tools, but good to throw out from time to time. |
2L
2L |
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2M
2M |
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2H
2H |
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About the same as all of the other Goku's 2H. It's not fantastic, but it'll do. |
2S
2S |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Lets Goku combo into Super Kamehameha more easily than 214M. |
j.2S
j.2S |
Template:AttackDataHeader-DBFZ
| |||||
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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) |
Template:AttackDataHeader-DBFZ |
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Dragon Flash Fist
Dragon Flash Fist 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Reverse Kamehameha
Reverse Kamehameha 214S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Assist
Kamehameha A1/A2 |
Template:AttackDataHeader-DBFZ |
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Super Moves
Super Kamehameha
Super Kamehameha 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Dragon Fist Explosion
Dragon Fist Explosion 214L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Super Ultra Spirit Bomb
Super Ultra Spirit Bomb 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.