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Goku (GT)
Play-style
Rushdown, Mixup
Team Role
Middle, Anchor
Overview
"Everyone keeps telling me I've changed, but I haven't! I'm still me!"
Lore:
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, 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.
GT GokuGT Goku is a peculiar all-rounder who dominates his foes with overwhelming speed, offense, and damage output.
Pros
Cons
Capable of taking on any situation. All-around fantastic at everything.
Small hurtbox and is very fast. This makes it hard for his opponent to ascertain what he is actually doing.
Is a mixup machine with long blockstrings, 3 lows, an aerial fastfall.
Utilizes meter very efficiently. Both of his EX specials allow him to dominate the neutral or outright skip it.
Does average damage on his own, but with resources, his damage is near unparalleled.
One of the best anti-air assists in the game that basically wins neutral, since it can be easily converted on hit or on block forces the opponent to take a mix-up.
GT Goku can combo after his level 3, exclusive only to him.
Most of his normals are stubby, despite the few really strong outliers.
His fullscreen neutral is dependent on both Meter and Assists.
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.
5LL
All 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.
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.
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.
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.
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 Template:4 or Template:6. 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 also a high/low setup with delay airdash high and land low. 2S > delay j.3S is also a crossup.
Pauses for a bit before charing just over half screen.
Smash hit wall splats.
Essential combo extender in the corner.
Ground H
Air H
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.
Recovers in mid-air and has access to air options.
All hits launches except for the last one.
Considered a beam projectile.
Ground L
Air L
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. 5H > 214L + assist is a decent high/low.
Ground M
Air M
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.
Ground H
Air H
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.
Hold S to charge and start running (data in [] refers to maximum charge without running back)
Hold Template:4 during the charge to shimmy backward
Jails into Vanish
Air
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.
However, the beam doesn't cover right underneath him. And since his hurtbox is tiny, the opponent can run under it and punish if it's being thrown out willy nilly.
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.
Teleports backward in midscreen before throwing the bomb, or switches side if he's cornered.
Recovers in the air right after he throws it. Bomb disappears only if Goku is hit.
Comboing afterward doesn't have 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[8]~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, 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 move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.