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SS Goku

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StrategyEdit

Gameplay Edit

In SSJ form, Goku becomes a good standard character. He retains all of his previous melee techniques, which means he has barely all melee techniques, except Rolling Hammer, but still including counters Step-In Strike Throw and Body Strike, and Max Power Mode moves and bonus (gaining also Super Dash).

His Blasts moves are Wild Sense (3 Blast stocks), Saiyan Soul (2 Blast stocks), Angry Kamehameha (chargeable beam, with inherent downsides), Meteor Smash (long-range rush) and Instant Kamehameha (short-range rush). Wii inputs are same as for Base form. Blasts 2 requires both 3 Ki bars.

Meteor Smash is the bread and butter of SSJ Goku. It has long range and has a nice little throw which permits to charge up some Ki (but ennemy will recover fast, so few chances to charge up enough to use it in loops, even with Ki at level 20), and can be used in almost every situation except close combat : solo, after a Throw, a Giant Throw, a Step-In Strike Throw, even a Instant Kamehameha (which expulsion easily permits to charge up 2 Ki bars). Looping Meteor Smash > Charge Ki > another Meteor Smash is possible but risky, ennemy will often attacks before Ki is enoughly charged (including with Ki level at 20).

As said before, for melee fighting, SSJ Goku retains Step-In Strike Throw and Body Strike, two excellent counters. He also has (new) Step-In Kiai Cannon which, imperatively uncharged, stuns ennemy whatever he's doing and allowing to perform a single rush. If charging, ennemy can profit to attack you. Kiai Cannon still exists, but as 4xA,B move. In addition, Saiyan Soul grants Heavy Armor effect and stackable little damages (of all sources) bonuses, making SSJ Goku a real melee monster, and Wild Sense allows to counter a melee attack (or evade a Blast move).

Max Power Mode presents two good combos : (Rush > Side High Speed Motion >) Violent Rush > Backward High Speed Motion > Instant Kamehameha (High Speed Motion is the directionnal teleport while rushing, it costs no Ki while in Max Power mode, side permits to be on the back of the ennemy, backward permits to launch the Ultimate Blast at the perfect distance for a short-range Rush Blast) and more damaging but harder to land Smash > Punishing Attack x2 > Dragon Homing x2 > Meteor Smash.

Besides, SSJ Goku has an unique ability : his Charged Ki Blasts are DEADLY. They deals very heavy damages and are impossible to repel (although they can still be blocked), in addition to be fasts, pin-point accurates and having very long range. This move is so great that SSJ Goku can effectively rely only on it if you want. Only downside is it consumes Ki quite rapidly.

All in all, SSJ Goku is an excellent character, performant both at range and at melee, both with Attack and Blast moves. He can be a great melee fighter supported by Heavy Armor, 3 counters (including Wild Sense) and powerful Charged Ki Blasts for distance (and close combat with the Heavy Armor effect !), a more classical Rush Blast spammer or a Max Power mode chain attacker !

Z-Items Edit

There are recommended items which work the best with Base Goten.

  1. Equipment Slot +3
  2. Health +19 : best resistance (over Defense +19 or Mystery of Sheron).

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Data Edit

StatsEdit

Base Maxed out
Life 50.000 98.000 ?
Overall Attack rating 155 %*  %
Overall Defense rating 100 %  %
Blast Gauge charging time
Max Blast Stock 5
Ki full charging time
Ki bars at start of the battle 2
Ki bars auto regen max 2 5
Max Power Mode duration

* Overall Attack rating is exceptionnally high because of Charged ki blast. For other attacks, value is around 122%.

Hits combos Attack Defense
Base Maxed out Base Maxed out
Rush attack 6 hits 1.980 3.030 1.610 1.000
Smash 1 hit 1.700 2.590 1.400 860
Grab 2.980 4.530 2.450 1.500
Ki blasts rush 6 blasts 2.100 3.240 1.250 800
Per blast - 350 540 250 160
Charged ki blast 1 blast 2.600 3.950 1.080 660
Kamehameha - - - 4.800 2.940

Common traits and techniquesEdit

Passives Common melee moves Max Power Mode
Absorb Ki Blasts - Banishing Attack Yes Banishing Attack + +1
Cyborg - Step-In Yes Homing Dragon + +1
Fly Yes Rush In Yes Ki Blast Defense -
Giant Yes Chase Attack Yes Rush Armor -
Lock-On Type Z-type High Speed Motion Yes Super Movement -
Range - Lift Strike / Air Combos Yes Super Dash Yes
Stun Power - Ground Slash Yes Violent Rush Yes
Stun Defense - Dragon Tornado Yes Hyper Smash Yes
Rolling Hammer - Max Power Combo Yes
Sonic Impact Yes Max Power Combo Finish Yes
Massive Throw Yes
Illusion Slash Yes

Melee specific movesEdit

Type Inputs Move
Finishers 4x A , B (, B , B , A) Kiai Cannon + Kiai Cannon Smash
3x A , B (, B , B , A) Heavy Finish + Heavy Crush
2x A , B (, B , B , A) Heavy Finish + Heavy Crush
A , B ( B) Flying Kick
Counters Rush, Guard Body Strike
Step-In, Guard Step-In Strike Throw
Smash cancel Feint Sway
Step-In attacks B Step-In Kiai Cannon + Kiai Cannon Smash
Up + B Sway Lift Strike
Down + B Step-In Ground Slash + Dragon Tornado
Throw Up + Dash Throws ennemy straight forward.

Ki BlastsEdit

Position Description
Standard
Ki Blasts
Neutral Fires up to 6 Ki Blasts with great range, speed and accuracy, and slightly curved trajectory.
Dash Fires 3 regular Ki Blasts at the cost of only one.
Jump
Charged
Ki Blast
Neutral Straight-trajectory blue fireball. Very powerful, very long range and impossible to repel (but still blockable), but costly.
Dash More classical big yellow slow fireball (moderate damages, short-medium range, can be repelled, little Ki cost).
Jump

Blast techniquesEdit

Cost Description
Wild Sense 3 / 4 Grants 1 auto-counter.
Saiyan Soul 2 / 4 Grants Saiyan Soul status.
Ki Cost (/5) Damages Wiimote move Description
Standard Wiimote
Base Maxed Base Maxed
Angry Kamehameha 3 5.040 10.010 7.630 15.190 9.800 12.740 Kame- hameha Chargeable beam (min and max values).
Meteor Smash 3 10.520 15.690 10.500 Rush Rush ; long reach, teleport to the center of the arena, in the air, then smash the ennemy downward.
Instant Kamehameha (Ultimate) 5 14.020 21.410 14.020 C-Up Rush ; short reach, teleport to the center of the arena, in the air, then throw the ennemy straight forward.

TransformationsEdit

Cost Inputs Bonus
Super Saiyan 2 1 / 4 (Left +) Transform None
Super Saiyan 3 2 / 4 Up + Transform None
Base form Free Down + Transform None

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Miscellaneous Edit

Dragon Library description Edit

The first time Dad ever became a Super Saiyan, it was when Frieza killed Krillin.

As a super Saiyan, he looked different and his power level raised to almost 50 times normal.

That first time was scary, since no one knew what was happening to him. It was like he had some sort of strange sickness that came from his Saiyan blood. The more emotional Dad got, the more his odd Saiyan powers would take over his body.

Oh, and Mom doesn’t seem to like super Saiyans very much.

- From Gohan’s Super Saiyan Observation Journal.

How to unlock Edit

Complete XXX scenario.

In Dragon Adventure and Ultimate Battle Z modes Edit

SSJ Goku is playable in  :

SSJ Goku is fought in :

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