* Teleports backward in midscreen before throwing the bomb, or switches side if he's cornered.
* Teleports backward in midscreen before throwing the bomb, or switches side if he's cornered.
* Recovers in the air right after he throws it. Comboing after doesn't have Super scaling. Causes a hard knockdown if the opponent is left falling to the ground.
* Recovers in the air right after he throws it. Bomb disappears only if Goku is hit.
* 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.
Ridiculous damage, ridiculous oki, and ridiculously easy to setup.
Ridiculous damage and ridiculously easy to setup.
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, j.214S~1S > j.214H+S.
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, 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.
If you have meters, it's almost always a good idea to combo into this, then either go for the kill afterward by dumping some more bars, or save the meter and take the 3-way mix. The easy setup for this mix is whiffing j.H as he's falling down, land 2M for frame kill and holding {{9}}. It's then a late airdash high (a safejump), early airdash crossup (also a safejump), or an empty low (which hits meaty).
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Revision as of 16:03, 20 February 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 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
Strengths
Weaknesses
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 blockstring, 3 lows, specials that put him in the air for easy assisted high/low, an aerial fastfall for left/right, and finally the best okizeme in the game with Super Ultra Spirit Bomb.
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 assist in the game. Can be easily converted on hit and forces the opponent to the ground on block.
Most of his normals are stubby, despite the few really strong outliers.
No traditional Ki blasts, and Power Pole is too slow for keepaway.
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
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
-
-
Goes half screen.
All hits easily connect against airborne opponents
Fantastic chase down with high reward on hit, can be easily converted into a corner carry combo or a sideswitch combo (which he has 2 of). The multi-hits and absurd length it travels also makes it very likely to hit and win against clashes.
It's also better than most 5LL on block since it locks down the opponent for longer as Goku stalls for his assist to regen.
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.
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 compares 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.
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.
Pauses for a bit before charing just over half screen.
Smash hit wall splats.
Essential combo extender in the corner.
Ground H
236HH Dragon Flurry Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
300 / 300,150×4,1000
All
9
10
18
-3 (forced)
B6
-
U1+
-
-100
-
-
Launch
-
Air H
j.236HAir H Dragon Flurry Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
300 / 300,100×4,900
All
9
10
20
-
H6
-
U1+
-
-100
-
-
-
-
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 really just throw this out to regain advantage, since the only options that can beat this are highly commitmental. 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
214LL Dragon Flash Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
450, 100×5
All
15
19
20 (air), 26 (ground)
-5
P2
-
-
-
1×6
-
-
-
-
Air L
j.214LAir L Dragon Flash Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
450, 100×5
All
13
19
19
-
P2
-
-
-
1×6
-
-
-
-
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.
Amazing in blockstring. 2H > j.214L is a true string that leaves you completely safe. 214L + assist is a very strong high/low with late airdash j.H and land 2M.
Ground M
214MM Dragon Flash Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
500, 100×5
All
17
19
20 (air), 29 (ground)
-5
P2
-
D1
-
1×6
-
-
-
-
Air M
j.214MAir M Dragon Flash Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
500, 100×5
All
15
19
19
-
P2
-
D1
-
1×6
-
-
-
-
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
214HH Dragon Flash Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
900, 100×5
All
15-23
-
20 (air), 26 (ground)
-5
P2
-
D1
-
-100
-
-
-
-
Air H
j.214HAir H Dragon Flash Fistspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
900, 100×5
All
13-27
19
18
-
P2
-
D1
-
-100
-
-
-
-
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
j.236SAir Kamehamehaspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
262×5
All
18
25
-
-
P2
-
-
-
12
-
-
-
-
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.
Ridiculous damage and ridiculously easy to setup.
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, 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.