* '''Smallest''' hurtbox in the entire game. He's shorter than Gotenks.
* 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.
* Levels 1 and 3 are enhanced if one of his allies goes down.
* Very small, and very fast. He's smaller than Gotenks. This makes it hard for his opponent to ascertain what he is actually doing.
* Incredible mobility with reverse Kamehameha.
* Several fantastic tools for both neutral, pressure, and mixup. 236H and 214H outright skip neutral and have obscene priority, a very useful downward-angled beam, 214X gives Goku knockdowns after any stray hit, 214S gives Goku combo conversions off of anything as well as mobility, j.2S is a useful aerial fakeout low, a low 2L and low grounded 2S, the list goes on to infinity.
* Great corner carry thanks to j.S being an air launcher.
* Super Kamehameha (236LM/HS) and Dragon Fist Explosion (214LM) are both enhanced if one of Goku's teammates has been downed.
* Can get a knockdown from practically any combo.
* Has access to insane mixups with Ultra Spirit Bomb oki.
* Damage with meter is unrivaled by most of the cast.
* Damage with meter is unrivaled by most of the cast.
* Power Pole has incredible range, and is good for counter-pokes. It also does not have a hurtbox.
* 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.
* Has 3 lows (2L, 2M, 2S).
* His 5LL has great range.
* 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.
* Very small and very fast which makes it hard for his opponent to ascertain what he is actually doing.
* Best win animation, never skip it.
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* Very short-ranged normals.
* 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.
* While power pole and 214X are great ranged tools, his neutral does feel kind of lacking when he doesn't have assists backing him up.
* That's it. No, really.
* His 2H isn't great.
* Maybe if you wanted to stretch things, you could say his metered specials are so good that it almost makes him meter hungry.
* Not canon.
* There's five Gokus in this game.
* His ''weaknesses'' list is way too short.
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Revision as of 16:01, 18 January 2020
Goku (GT)
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
High Mobility
Team Role
Middle, Anchor
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 operates as a speedy character with a plethora of movement options, including his Reverse Kamehameha, which can be aimed.
Strengths/Weaknesses
Strengths
Weaknesses
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.
Several fantastic tools for both neutral, pressure, and mixup. 236H and 214H outright skip neutral and have obscene priority, a very useful downward-angled beam, 214X gives Goku knockdowns after any stray hit, 214S gives Goku combo conversions off of anything as well as mobility, j.2S is a useful aerial fakeout low, a low 2L and low grounded 2S, the list goes on to infinity.
Super Kamehameha (236LM/HS) and Dragon Fist Explosion (214LM) are both enhanced if one of Goku's teammates has been downed.
Damage with meter is unrivaled by most of the cast.
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.
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.
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.
Has a different knockback angle that allows it to easily connect to 5LL on air hit
Pushes Goku forward a bit giving it a misleading amount of range.
GT Goku's 5L is comparable to Bardock's 5L in both range and general usefulness. It's a staple in grounded assist combos, leading to an easily loopable sequence with assists.
5LL
5LLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
180×4
All
10
2(2)2(2)2(2)2
18
-4
B2
-
-
-
2×4
-
15
-
-
All hits easily connect against airborne opponents, even when 5L connects beforehand
Pushes Goku forward a great deal
Due to fast startup for a medium and multiple hits, it will most likely win in clashes
Another great tool for GT Goku, also really good in blockstrings for the amount of time it locks down the opponent.
5LLL
5LLLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
Throw
11
1
20 (whiff)
-
B6
-
U3+
-
12
-
-
Launch
39
Switches sides on hit.
Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
Can combo into spirit bomb using 2147S 3S
Really useful in corner combos due to it's ability to combo into spirit bomb, and can easily combo from j.214M's knockdown using the right assist. Also pretty good when in the corner yourself, as it puts the opponent in the corner for you and gives you SKD while you're at it. Using an assist like Trunks and delaying the cancel from 5LL can give GT Goku an easy and effective tick throw.
Can be followed up with special attacks even on whiff
Slightly faster than actually falling to the ground sometimes, so it's useful for some oki situations, or if you want to quickly fall to the ground to fake an opponent out. Not perfect, but has it's uses.
Very good at round start, as it can catch buttons. Don't get greedy with it though, since it can be avoided/stuffed out/blocked and you'll just waste a meter on nothing.
This assist is incredible. It's 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 people like to play. 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. This assist is mad good. Use it.
Super Moves
Super Kamehameha
Super Kamehameha 236L+M or 236H+S
Woah, an original attack that I've never seen before!
Once the attack is finished, Goku falls from the sky in the opposite direction from his opponent. Will take opponents out of the corner.
When a teammate is downed, Goku gets so angry that he becomes Super Saiyan 4! During Super Saiyan 4, He gets a Left-Right Oki Mixup and a large increase in damage
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, causes hard knockdown
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.
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.
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.