Movelist of Goku Z2



Moves with the [EX] sign have an EX variation, meaning they can be performed with 2P or 2K too. EX moves have special properties, making them stronger than their normal counterpart, but at the cost of 1/2 powerbar.

Ki Blast : or or
Goku throws a Ki Blast. Strength and speed depend on the button pressed. Light Punch is slow, while Strong Punch faster.
Ki Blast can be performed up to 3 times in a row.

Dragon Fist : or or [EX]
This is the first attack of the Dragon Fist multi-step combo move. Goku performs a Circle Punch. Speed and strength depend on the button pressed.
EX version shoots out 3 quick Circle Punches in rapid succession, which travel further and deal more damage than the normal version.

Turn Elbow Smash : or or (during Dragon Fist)

Goku performs a Turning Elbow Smash on the opponent, as a follow-up to the Dragon Fist special move.

Dragon Blast Uppercut : or or (during Turn Elbow Smash)

Goku performs a Dragon Punch type move to send the opponent in the air, as a follow-up to the Turn Elbow Smash special move.

Snap Kick : or or (during Dragon Fist or Turn Elbow Smash) [EX]
Goku performs an accrobatic kick that sends the opponent in the air and finishes the Dragon Fist combo move.
EX version is unblockable and flip knocks out compatible characters.

Dragon Kick : or or (during Dragon Blast Uppercut)
[EX]
Goku performs a very powerful kick that sends the opponent to the ground and finishes the Dragon Fist combo move. This move is also very safe on block.
EX version makes the opponent bounce on the ground for follow-up.

Hurricane Kick : or or (Ground or Air)
[EX]
Goku performs the very well known Tatsumaki Senpu Kyaku. This move can be performed in the air or on the ground, speed and strength depend on the button pressed, and each version has its own properties :
- Ground version : Light version doesn't make a grounded opponent fall. Medium and strong versions make a grounded opponent fall on startup.
- EX version goes further and deals a large quantity of hits.

Boomerang Kick : or or (during Hurricane Kick)

This move is a follow-up for Hurricane Kick. The command has to be performed when Hurricane Kick connects. Goku will cancel Hurricane Kick into another spinning kick, sending the opponent to the ground and making him bounce, as the regular aerial strong kick. It has the same properties as aerial strong kick, meaning it can make the opponent bounce only once in a single combo.

Blur Kick : or or (during Ground Hurricane Kick)
This move is a finisher for the Ground version of Hurricane Kick. The command has to be performed during the descending part of Hurricane Kick. After landing, Goku will get up fast and hit the opponent with a Blur Kick. This allows Goku to not be exposed after Hurricane Kick, as it makes the opponent fall.

Slash Down Kick : or or (in the Air) [EX]
While in the air, Goku quickly dashes dives towards his opponent. Speed and strength depend on the button pressed.
EX version hits 3 times for additional damage. If guarded, Goku dashes back after landing.




Kamehameha : or or

Probably Goku's most famous attack. He gathers a large amount of energy in his hands and releases it as a giant ball thrown to his opponent.
- When releasing the projectile, you can hold Up. If you do so, Goku will perform a diagonal Kamehameha. This makes the move perfect for zoning, and creating mixups, as you can choose at the last moment in which direction Goku will launch his Kamehameha.

Aerial Kamehameha : or or (in the Air)
Same move as before, but performed in the air, at a diagonal downward angle, in order to hit grounded opponents. This move can hit fallen opponents too..

Bicycle Kick : or or (Ground or Air)
Goku performs a teleportation combo finisher, kicking his opponent from behind. This move can be performed from the ground or in the air, after most basics or specials. It doesn't take into account any damage dampener, so it is a very good combo finisher. Finally, it can be cancelled into Kamehameha (Horizontal or diagonal) during landing.




Chou Kamehameha : or or
This is the chargeable Beam version of Kamehameha.
- When performing the move, you can hold the Punch button to charge the move. Release the punch button to fire.
- Basic version (no charging) does 20 hits. The longer you charge, the more Chou Kamehameha will hit. MAX version deals 40 hits and is unblockable.
- When releasing the beam, you can hold Up. If you do so, Goku will perform a diagonal Chou Kamehameha. This makes the move perfect for zoning, and creating mixups, as you can choose at the last moment in which direction Goku will launch his beam.

Meteor Attack : or or (Ground or Air)
This is the Level 2 version of Bicycle Kick. This move can be performed from the ground or in the air, after most basics or specials. It takes damage dampener into account only moderately, making it very good for comboing. Finally, the last kick sends the opponent in the air, allowing even more juggling.

Genkidama : (for startup) - or or (to launch)
This move is a chargeable Hyper Projectile, which requires Goku to gather energy in order to make the move efficient. It has several special properties :
- Hold Y+B to charge the move after startup. Release Y+B at any moment to stop charging.
- In game, hold Y+B at any moment to continue charging Genkidama Power. Release Y+B to stop charging. You can see the amount of Genkidama you have charged in the Hope Gauge at the bottom of the screen.
- When Genkidama is initiated, normal Power Charge is disabled.
- When Genkidama is initiated, you get access to the Genkidama finisher for Kaiyoken.
- The amount of Genkidama Power Goku has gathered is kept between rounds (not fights). Goku loses some Genkidama Power each time he gets hit.
- In game, perform the qcf,hcb+P command to fire the Genkidama projectile.
- Genkidama does not take damage dampener into account.
- Genkidama has three levels, depending on the amount of Genkidama Power Goku has gathered before throwing the projectile :
1) Light : 10 hits.
2) Medium : 15 hits, sends in the air for juggling.
3) Strong : 20 hits, sends in the air and stuns on the last hit.




Kaiyoken : or or
Goku charges his energy and goes into Kaiyoken mode for a short amount of time. He then quickly dashes to the opponent. If he connects, he will then perform a very powerful auto-combo. The finisher depends on the button you press to perform Kaiyoken. However, during the auto-combo, you can also hold the buttons to trigger another finisher than the one which should trigger.
- Hyper Kick (perform with / hold X or A) : sends the opponent in the air and finishes the move with a powerful (and awesome) full screen Hyper Kick.
- Typhoon Kick (perform with / hold Y or B) : hits the opponent very quickly with Rising Kicks and Super Hurricane Kick.
- Back Breaker (perform with / hold Z or C) : teleports and hits the opponent several times, before performing the Nappa finisher.
- Genkidama (qcf,hcb+P) : only available if Genkidama was enabled. Goku sends the opponent far away and fully charges his Genkidama before sending it to the opponent. Its power depends on how much the Hope Gauge is filled.
- Chou Kamehameha : only available in Simul modes. Replaces all other Kaiyoken variations. As regular Chou Kamehameha, it can be charged by holding Punch, and you can perform Diagonal Kaiyoken Chou Kamehameha by holding Up when you release Punch.
NB : In the config.txt file, you can choose if you want to use PalFX on the last attack of Hyper Kick or not.
NB2 : In Simul modes, all regular finishers as well as Genkidama follow-up are disabled. Only Chou Kamehameha is available.