* 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
* 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
* 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.
* 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.
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.
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Revision as of 14:11, 29 August 2019
Goku (GT)
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
High Mobility
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
Smallest hurtbox in the entire game. He's shorter than Gotenks.
Levels 1 and 3 are enhanced if one of his allies goes down.
Incredible mobility with reverse Kamehameha.
Great corner carry thanks to j.S being an air launcher.
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.
Power Pole has incredible range, and is good for counter-pokes. It also does not have a 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.
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.
Very short-ranged normals.
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.
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.
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.
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.