SSJ Goku Z2
"You can't beat me."
MOVelist
Backdash Attack
A trait unique to SSJ Goku (and Base Goku), he can perform one of his jumping attacks while backdashing. More useful than you think! You can catch someone as they run after you.
Flurry Punch / Fury Uppercut
Meaty basic combo tool! Goku performs a flurry of quick punches while slightly moving forward and ends with a punch to the gut. This can chain into his Special or Super moves. Pressing Strong Punch again makes him perform the Fury Uppercut, which launches the opponent, setting them up for an aircombo.
Blur Max Kick Combo
Pressing Strong Kick three times in a row (when they connect, of course) makes Goku perform a short series of kicks. The last kick is a combo-ender, knocking the opponent away. But you can combo into Specials / Supers after the first or second kick. You can combo into this series of kicks from the running kick attack which is detailed below.
Uppercut (Launches)
Main launcher tool. After hitting the opponent with it, press Up to pursue them and set yourself up to perform an aircombo.
360 Splits Kick
Gotta put some Van Dammage in there when possible. Due to its jumping nature, this attack has some invurnerability on Goku's lower body at the start. You can't really combo into any of his other moves after this hits, except when using a Teleport, and the timing on using it correctly with this move is quite tricky.
Boomerang Kick (bounce-juggles)
Main tool for smashing opponents down to the ground during an aircombo. If an aerial opponent is hit by this move, they'll fly to the ground and bounce up upon impact, allowing for a juggle combo.
Turn Boomerang Kick (bounce-juggles)
Works identical to the regular version, feature-wise. This reverse version is useful when superjumping over an unsuspecting opponent and striking them on the head from behind with it.
Wing Kick
Spinning overhead attack, since it's a running attack it chains off the Focus Attack. Chains into standing Strong Kick and thus the Blur Max Kick Combo.
Ki Blast (EX version wall-bounces)
Excellent zoning tool. Goku fires a basic Ki Blast. The speed the blast travels at is determined by the strength of the button input: Weak version travels slowly, while Strong version travels fast. Medium as usual is somewhere inbetween. You're able to shoot out three of these Ki Blasts consecutively by repeating the command twice after doing it once You can mix up the Weak and Strong versions. Supercancelable. The EX version becomes the G-Pressure / Invisible Ki Blast, which as you'd guess is a very fast-traveling, invisible energy attack that knocks the opponent back on impact and makes them bounce off the wall, setting them up for a juggle combo. A pretty good follow-up is the Wing Kick Combo. It has a combo limiter; performing the G-Pressure a second time in the same combo knocks the opponent away in a twist knock out and won't bounce them off the wall again.
Blast Fist
A special move adapted from Goku as he appeared in Super Dragon Ball Z. It's a Shoryuken-type jumping uppercut that does multiple hits and causes explosions on impact. The Weak version does 3 hits and rises only a little bit, while the Strong version reaches well above the edge of the screen and does 6 hits. The EX version does even more hits and damage. You can supercancel into his aerial (Super) Kamehameha during or right after the rising hits. You can also cancel into one of his special Teleports at any time.
Slash-down Kick
Goku's dive kick, a must-have special move featured in most of the older games. Upon hitting the opponent, you can choose to land and then start a basic combo string, or supercancel into his aerial Kamehameha or Bicycle Kick. Weak version has a steep arc, while the Strong version has a wider angle and thus covering the most range. The EX version has the Strong version's arc and hits three times instead of once. When the EX version is blocked, Goku rebounds backwards a bit.
Teleport
SSJ Goku has fewer Special move options compared to his Normal counterpart, but the Teleport is one funky tool that opens up a whole new book of combo possibilities! Pressing down twice followed by any two Punch or Kick buttons lets Goku teleport. Mind that it's an EX-only move, always costing 1/2 of a Lv1. A teleport with Punch inputs places Goku on various spots on the ground, while a Kick-teleport places Goku in mid-air. This also goes when the Teleport is activated in mid-air.
There are three versions for each variant; Weak+Medium (nearest range or even going backwards), Medium+Strong (farthest range) and Weak+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! Wow! All of these Teleports work in nearly every situation, so go nuts with your combo creativity.
When performed while the opponent is in a blocking state, the Teleport will cost 1000 instead of 500.
There are three versions for each variant; Weak+Medium (nearest range or even going backwards), Medium+Strong (farthest range) and Weak+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! Wow! All of these Teleports work in nearly every situation, so go nuts with your combo creativity.
When performed while the opponent is in a blocking state, the Teleport will cost 1000 instead of 500.
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.
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 - Super Sonic Beatdown
Lv2 - Mega Kamehameha.
Lv3 - See Ya Spirit Bomb.
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.
Lv1 - Super Sonic Beatdown
Lv2 - Mega Kamehameha.
Lv3 - See Ya Spirit Bomb.
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.
activate Justice Mode (LV2)
Activating Justice Mode makes Goku get serious! As an opponent of SSJ Goku, this is really something you want to avoid! A few things change in his gameplay.
-At activation, you will see an empty Justice Bar (fills up blue), a full buffer bar (orange) and a grey kanji added to the screen. The Justice Bar fills up into 3 levels, indicated by the Kanji: grey = Lv0, yellow = Lv1, orange = Lv2 and red = Lv3 (max).
- In Justice mode, Goku loses Power Charge.
- The Justice Bar fills by performing Teleports.
- The buffer bar drains by performing Teleport Attacks.
- If the buffer bar is completely empty, the mode is cancelled.
- In Justice Mode, Goku gains access to the Teleport Attacks (detailed below).
- Ultimate Rush costs Lv2 instead of Lv3 and cancels the Mode upon activation.
- Depending if you're on Lv1, 2 or 3 of the Justice Bar, Goku will perform a unique and powerful Finisher at the end of the Ultimate Rush.
-At activation, you will see an empty Justice Bar (fills up blue), a full buffer bar (orange) and a grey kanji added to the screen. The Justice Bar fills up into 3 levels, indicated by the Kanji: grey = Lv0, yellow = Lv1, orange = Lv2 and red = Lv3 (max).
- In Justice mode, Goku loses Power Charge.
- The Justice Bar fills by performing Teleports.
- The buffer bar drains by performing Teleport Attacks.
- If the buffer bar is completely empty, the mode is cancelled.
- In Justice Mode, Goku gains access to the Teleport Attacks (detailed below).
- Ultimate Rush costs Lv2 instead of Lv3 and cancels the Mode upon activation.
- Depending if you're on Lv1, 2 or 3 of the Justice Bar, Goku will perform a unique and powerful Finisher at the end of the Ultimate Rush.
Teleport Attacks / Pursue Attacks
These attacks are basically free teleport attacks like Normal Goku's Bicycle Kick; Goku teleports right beside the opponent and then hits them with a hard-hitting aerial attack. Forward/Backward version performs the Smash Punch, the up version a Flash Kick and the down version a Bicycle Kick, and upon impact the opponent is knocked into that direction. You can combo three of these in a row.
Beware; they fill your Justice Bar, but they also drain the buffer bar. When it's completely empty, the Justice Mode is cancelled out. Using Teleport Attacks means you won't be able to reach Lv3 of the Justice Mode before it's cancelled out.
Beware; they fill your Justice Bar, but they also drain the buffer bar. When it's completely empty, the Justice Mode is cancelled out. Using Teleport Attacks means you won't be able to reach Lv3 of the Justice Mode before it's cancelled out.
Gameplay An unparalleled control of the pace of the match, SSJ Goku is by far Z2's most technical character. Combining both a free-flow pressure tool and also a conversion tool into one, SSJ's teleports are integral to his gameplay. SSJ is currently one of the few character's that force a ground game with access to a true, frame 1 invincible shoryuken. An added bonus to this is that Goku can use his teleport to convert off of this for full damage. SSJ's pressure is highlighted by well-rounded stagger pressure coupled with 50/50s and setplay due to the open ended nature of teleport usage. Online top player Apsandman has created a guide to understanding SSJ pressure and one-shot mixups here for newer players and vets alike.
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