Super Moves - SSJ Goku

Kamehameha (LV1)
All-time classic super energy attack. In this Level 1 incarnation, Goku fires a 8-hit energy ball which does some real meaty damage. By holding Up, Goku will launch the blast diagonally into the air, so it can act as an anti-air and is a great way of zoning. The aerial version will launch diagonally downwards. Upon hitting the ground, the blast causes a bit of splash damage; if the opponent comes into contact with this, they still get damaged, for example by falling on it.
Sonic Rush (LV1)
A Super anti-air attack; Goku leaps upwards surrounded by energy extremely fast. If he whiffs or it's blocked, the attack ends and he just jumps down. If it connects, he will burst into a flurry or aerial punches and ends with a knock-away kick. If you hold forward, the angle of his starting leap-dash changes to a softer angle, covering more ground. With this you can catch an opponent that's in the air but still quite far way.
Super Kamehameha (LV2)
The second level of the Kamehameha changes the blast into a 20-hit beam, if its launched right away, that is. You're able to hold down the punch button to charge up the attack. The longer you charge, the more hits will be added to the beam. Once it reaches it's maximum, Goku will automatically launch it and it'll be 40 hits at the most and unblockable. This version retains the option to launch it diagonally into the air and to launch it diagonally downward from the air.
Super Sonic Rush (LV2)
Souped-up version that is identical besides the amount of flurry punches he fires off, and thus the amount of damage it ultimately does. It also ground-bounces on the final hit if the attack started off with a counter hit.
Mega Kamehameha (LV3)
Quite an ultimate version of the Kamehameha. Compared to the LV2 version, it does more hits off the bat and it can be held (to charge) longer resulting in an even more damaging attack and you can also float Goku around by simply pressing and holding a direction. Because Goku leaves the ground while charging thus making it an aerial move. And lastly, you can't direct the beam diagonally upwards. It always fires straight ahead.
Hyper Rush (LV3)
Goku briefly powers up and then rushes forward. If he touches the enemy, he'll explode into a powerful autocombo, ending with a brutal Shin Shoryuken and launching the opponent sky-high. When performed in Justice Mode, depending on how far your Justice Bar is filled, this ender is replaced by one of these Finishers:
Lv1 - 1-Inch Punch.
Lv2 - See Ya Spirit Bomb.
Lv3 - Ultra Instinct.
When Saibamen or Clones are onscreen, Goku will perform a normal Blast Fist at the end of his Hyper Rush combo instead of the usual Shin Shoryuken, to avoid bugs that might otherwise occur against these characters.