Goku (GT) |
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Overview
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.
The Dragon Ball GT version of Goku joins Dragon Ball Fighterz as a DLC character. Here, GT Goku excels at everything you could possibly ask him to do, but especially in speed and damage.
Strengths/Weaknesses
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Normal Moves
5L
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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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Essentially a less useful 5M. Mostly a blockstring filler. |
5S
5S |
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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
2L |
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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. |
2M
2M |
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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. |
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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It's a tiny jab. |
j.M
j.M |
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It's a tiny kick. |
j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
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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. |
j.2H
j.2H |
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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. |
j.2S
j.2S |
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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. On a same side hit, he can confirm with 236M/H. On a back side hit, he can do 214S~4S and link into j.236L/H. |
Special Moves
Dragon Flurry Fist
Dragon Flurry Fist 236L/M/H (Air OK) |
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Dragon Flash Fist
Dragon Flash Fist 214L/M/H (Air OK) |
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Kamehameha
Kamehameha 236S (Air OK) |
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Reverse Kamehameha
Reverse Kamehameha 214S (Air OK) |
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Z Assists
Assist A
Kamehameha Assist A |
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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. |
Assist B
??? Assist B |
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Assist C
??? Assist C |
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Super Moves
Super Kamehameha
Super Kamehameha 236L+M or 236H+S |
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Dragon Fist Explosion
Dragon Fist Explosion 214L+M (Air OK) |
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Super Ultra Spirit Bomb
Super Ultra Spirit Bomb 214H+S (Air OK) |
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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.