SSJ Goku overall has fewer Specials compared to other characters
but the Teleport is one funky tool that opens up a whole new book of combo possibilities.
Below the Power bar, Goku has a small bar with an icon of himself doing the Instant Transmission pose beside it.
Let's call this the Teleport Stock Bar. It can hold up to two stocks of Teleports.
After using a Teleport, a stock is drained but it will keep refilling over time automatically.
The Teleport is an EX-only move so it always costs 1/2 of a LV1 to use. It only costs this outside of Justice Mode though.
A Teleport with Punch inputs places Goku on various spots on the ground, while a Kick-teleport places Goku in mid-air.
This is also true for when the Teleport is activated in mid-air.
There are three versions for each variant;
Light (nearest range or even going backwards), Medium (farthest range) and Strong (inbetween). And there's 4 variants
(Punches on the ground, Punches in the air, Kicks on the ground and Kicks in the air), so 3x4 makes 12 variants! Wrap your head around that.
Also, when a Special Move is blocked, you can't teleport cancel out of it.
You can only use one Teleport cancel per combo, though this increases to 2 uses when in Justice Mode.