
High Damage Potential: In the corner, his damage output is bolstered with assist extensions and Super Ultra Spirit Bomb. Great Staggers: 5L and 2L push him forward, allowing him to be kept in whenever he wants, and serving as excellent pressure resets. Meter Efficient: Dragon Flurry Fist, Dragon Flash Fist and Super Ultra Spirit Bomb all allow him to put his meter to great use. Potent Mix-up: Very long blockstrings, 3 lows, ( 2L, 2M and 2S) and an aerial fast fall make him annoying to block. Playstyle GT Goku is a standout all-rounder who provides good support to a team. Japanese: Masako Nozawa English: Colleen Clinkenbeard 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. He also wields the Power Pole, a magic pole that Goku was given by his Grandfather, Son Gohan. 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. 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. 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. 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 incarnation of Son Goku/Sun Wukong appearing in Dragon Ball GT. "Everyone keeps telling me I've changed, but I haven't! I'm still me!" Played properly, GT Goku can use his short stature and nimbleness to run a blender on opponents.
If you want GT Goku on your team, put him mid so he can exploit his meter gain. His assist selection is also a bit mixed his B assist is relatively strong but his A and C assists are both slow to come out and not helpful for pressure, although they still work fine for neutral. His very poor normals do not lend themselves nicely to solo mixup situations, even though they work great for pressure. That said, GT Goku is best on your team as a mid.
Once in, GT Goku can call assists to begin a left/right/high/low mixup train of death. GT Goku's aerial beam is also a very helpful neutral tool, as it has a very friendly air-to-ground angle which works wondrously with Vanish to help get GT Goku into the fray. GT Goku is heavily meter dependent as his normals are honestly god awful with several weaknesses, but once he has meter he gains access to his amazing EX moves, allowing him to jump past neutral and straight into pressure should he catch the opponent off-guard. The rat monkey child, GT Goku is a very small character capable of leaping across the screen and putting opponents into nasty mixup situations.