< DBFZ
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Goku (GT) | |
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Play-style | Rushdown, Mix-up, Footsies |
Team Role | Any |
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. |
Voice: | Japanese: Masako Nozawa English: Colleen Clinkenbeard |
Playstyle
Pros
Cons
- Versatile and simple gameplan: Very capable to handle almost any situation and high reward off of most hits.
- Tiny baby: Tiny hurtbox makes GT Goku particularly hard to hit and identify what he's doing.
- Mix-up machine: Obnoxiously long blockstrings, 3 lows, (2L, 2M and 2S) and an aerial fast fall make him very scary to block.
- Resource efficient: Very easy to use EX moves. 214H Can outright skip neutral and 236H is an excellent lariat. Can utilise assist extremely well to make his damage/neutral unparalleled.
- Aggressive beam: Very good angles on both his ground and air Kamehameha's making him very oppressive in the neutral.
- Excellent stagger: Very safe light normals, 5L pushes him forward keeping him in and excellent pressure resets.
- Amazing assist: THE BEST anti-air assists in the game that denies a lot of the opponents options and can make winning neutral very easy.
- Stubby normals: Most normals are stubby and is dependent on using resources and/or longer normals to approach neutral, especially at range.
- Layered mix-up: Without a high blockstun assist GT Goku will be forced to take a risk to get mix-up in the corner.
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) |
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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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Assist B
Dragon Flash Fist Assist B |
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Assist C
Power Pole 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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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.