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.
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.
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 is undisputed top tier and makes everyone hate you for picking him. You all complained about having too many Gokus, so have this adorable little demon. 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.
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.
Specials are insane and allow him to dominate the neutral, or outright skip it at the cost of meter or an assist. 236H beats nearly everything in the game. 214X also gives him knockdowns off of anything.
Super Kamehameha (236LM/HS) and Dragon Fist Explosion (214LM) are both enhanced if one of Goku's teammates has been downed.
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. He also has three lows, and an aerial fastfall.
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.
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 j.S or special attacks even on whiff
Fastfall. Not perfect, but it has plenty use in opening up the opponent. Goku recovers quite quickly after landing, which allows him to go straight into j.L
Goku will latch onto the opponent and begin blasting them on hit, before knocking them back for a short wallbounce.
Using Reverse Kamehameha (214S) immediately will allow you to extend combos in the corner after j.236M. Or you can superdash.
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
-
-
-
-
Wallbounces even midscreen after Smash hit.
Disgusting. Beats everything that isn't armored or invincible. Safe on block. Massive damage if you happen to hit the opponent with it, even midscreen. The ultimate roundstart tool.
The air version is also fantastic for stuffing the opponents' approaches and dealing immense damage. Otherwise, j.214H is better if the opponent is playing a bit too passively.
Mostly just combo filler, or a way to annoy an opponent trying to 2H you.
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
-
-
-
-
Standard Air Combo ender
Does not combo into 236L+M midscreen
Slide knockdown and groundbounce on demand. Goku recovers and lands rather quickly after this, which can allow for "combo extensions" after calling an assist.
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.
Very, very fast. The tracking on the air version is akin to Trunks' 236M. Outright skips neutral in most cases, combined with an assist it instantly puts the opponent on the defensive at the cost of a bar.
Low recovery, headbutt pop up on block, has access to air options
Direction + S allows 2 extra dashes even on whiff, block
No direction + S does j.236S, if Goku haven't spent all of his dashes yet
A very useful combo tool, giving GT Goku silly conversions even midscreen, or off of superdash in the corner. That's not entirely why this is amazing, however.
Enables combos into GT Goku's Spirit Bomb off of 5LLL. Simply corner the opponent, autocombo, then blast GT Goku diagonally into the opponent (7), then blast the opponent in the face (3). Quickly input Spirit Bomb afterwards. This is a massive part of what makes GT Goku so good, and should be learned immediately.
Alternatively, you can spend an extra bar on vanish in the air after a combo and simply input 214S > 3S into Spirit Bomb. Much easier, but the loss of a bar can result in a less ideal situation. It's still very ideal, all things considered.
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.
Goku becomes a Super Saiyan temporarily and then fires the beam. If a teammate is downed, he'll become Super Saiyan 3 instead.
Comboing into this from 214M knockdowns can be difficult midscreen without a DHC to back Goku up.
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
Super Ultra Spirit Bomb
Super Ultra Spirit Bomb 214H+S (Air OK)
The best Level 3 in the game. Goku takes something from his father.
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, a hard knockdown. Goku recovers extremely quickly. This combined with his normals and tools enables the best okizeme in the game.
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.
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