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| intro = {{Character Label|DBFZ|GT Goku}} is a standout all-rounder who provides amazing support to a team. | | intro = {{Character Label|DBFZ|GT Goku}} is a standout all-rounder who provides amazing support to a team. | ||
| pros = | | pros = | ||
* ''' | * '''Jack of All Trades''': Well-rounded character fit to handle any situation, typical of a Goku. | ||
* ''' | * '''Assist A''': Generally considered the best assist in the game, good blockstun beam that also acts as aerial denial and enables unbeatable roundstarts. Assist B is also surprisingly good. | ||
* '''Mix-up''': Very long blockstrings, 3 lows, ([[DBFZ/GT_Goku#2L|2L]], [[DBFZ/GT_Goku#2M|2M]] and [[DBFZ/GT_Goku#2S|2S]]) and an aerial fast fall make him very scary to block. | * '''Mix-up''': Very long blockstrings, 3 lows, ([[DBFZ/GT_Goku#2L|2L]], [[DBFZ/GT_Goku#2M|2M]] and [[DBFZ/GT_Goku#2S|2S]]) and an aerial fast fall make him very scary to block. | ||
* '''Efficient:''' GT can combo his supers using [[DBFZ/GT_Goku#Super Ultra Spirit Bomb| Super Ultra Spirit Bomb]], enabling him to virtually dump almost all his meter alone. Can also utilize assists extremely well. | * '''Efficient:''' GT can combo his supers using [[DBFZ/GT_Goku#Super Ultra Spirit Bomb| Super Ultra Spirit Bomb]], enabling him to virtually dump almost all his meter alone. Can also utilize assists extremely well. | ||
* '''Stagger''': [[DBFZ/GT_Goku#5L|5L]] and [[DBFZ/GT_Goku#2L|2L]] push him forward, allowing him to be kept in whenever he wants, excellent at pressure resets. | * '''Stagger''': [[DBFZ/GT_Goku#5L|5L]] and [[DBFZ/GT_Goku#2L|2L]] push him forward, allowing him to be kept in whenever he wants, excellent at pressure resets. | ||
* '''Tiny''': Smallest hurtbox in the game makes him hard to hit and identify what GT Goku is doing. | * '''Tiny''': Smallest hurtbox in the game makes him hard to hit and identify what GT Goku is doing. | ||
| cons = | | cons = | ||
* ''' | * '''Very Small Normals:''' Very small, stubby normals that require extreme close range to connect. | ||
* '''Expensive Neutral:''' GT has great metered options, but they're necessary to approach. Without any meter, GT's neutral is some of the worst in the game. | |||
* '''Ki Blasts''': Power Pole, although lengthy, is not a sufficient substitute for proper ki blasts. | * '''Ki Blasts''': Power Pole, although lengthy, is not a sufficient substitute for proper ki blasts. | ||
* '''Weak to Reflect:''' Has trouble anti-reflecting opponents, as well as baiting Sparking. | |||
}} | }} | ||
}} | }} | ||
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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. | 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 | 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. | ||
}} | }} | ||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
======<font style="visibility:hidden;font-size:0">Dragon Flurry Fist</font>====== | ======<font style="visibility:hidden;font-size:0">Dragon Flurry Fist</font>====== | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* | * Bounces back and recovers in the air after attacking. | ||
* All hits launches except for the last one. | * All hits launches except for the last one. | ||
* Considered a beam projectile. | * Considered a beam projectile. | ||
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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. | 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 | 2H > j.214L is a true string that leaves you completely safe. | ||
}} | }} | ||
{{AttackVersion|name=Ground M}} | {{AttackVersion|name=Ground M}} | ||
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}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden;font-size:0">Kamehameha</font>====== | ======<font style="visibility:hidden;font-size:0">Kamehameha</font>====== | ||
{{MoveData | {{MoveData |
Revision as of 05:14, 16 October 2020
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 |
- Jack of All Trades: Well-rounded character fit to handle any situation, typical of a Goku.
- Assist A: Generally considered the best assist in the game, good blockstun beam that also acts as aerial denial and enables unbeatable roundstarts. Assist B is also surprisingly good.
- Mix-up: Very long blockstrings, 3 lows, (2L, 2M and 2S) and an aerial fast fall make him very scary to block.
- Efficient: GT can combo his supers using Super Ultra Spirit Bomb, enabling him to virtually dump almost all his meter alone. Can also utilize assists extremely well.
- Stagger: 5L and 2L push him forward, allowing him to be kept in whenever he wants, excellent at pressure resets.
- Tiny: Smallest hurtbox in the game makes him hard to hit and identify what GT Goku is doing.
- Very Small Normals: Very small, stubby normals that require extreme close range to connect.
- Expensive Neutral: GT has great metered options, but they're necessary to approach. Without any meter, GT's neutral is some of the worst in the game.
- Ki Blasts: Power Pole, although lengthy, is not a sufficient substitute for proper ki blasts.
- Weak to Reflect: Has trouble anti-reflecting opponents, as well as baiting Sparking.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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j.2S
j.2S | Template:AttackDataHeader-DBFZ |
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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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Z Assists
Assist A
Kamehameha Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Dragon Flash Fist Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Power Pole Assist C |
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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External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.