Movelist of SSJ Goku Z2 - The Basics



Light Kick (LK)
Medium Kick (MK)
Strong Kick (SK)
Light Punch (LP)
Medium Punch (MP)
Strong Punch (SP)
Taunt

: Press A and B
: Press X and Y

etc ...




This Goku has many system moves inspired or taken directly from various fighting games, such as Capcom VS SNK, Marvel VS Capcom or King of Fighters. You may already be familiar with most of these moves.


Backward Dash :
This is a classic back dash, allowing Goku to move far from the opponent pretty quickly.

Run :
This is the classic KOF-type run. Hold Forward in order to keep running.

Super Jump :
This is the classic MVC Super Jump, allowing Goku to jump much higher than usual. It can be performed by just pressing Up after a crouching strong punch, in order to follow up for an aerial combo. During the Super Jump state, you can control the forward and backward velocity by pressing Forward or Back.

Air Dash : or in the air.
This is a useful tool to gain more mobility in the air, to dodge some of the opponent's attacks or go close to him quickly for example.

Power Charge :
This is the classic Power Charge, during which you gain power quickly, in order to use your Super moves.

Focus Smash :
This move is a variation to Street Fighter 4's Focus Attack. Hold both buttons to charge the move, release them to perform it. Here are Focus Smash's various features :
- Repels projectiles. You need to release the buttons at the right time to repel the projectile. Works on single non super projectiles.
- Chargeable for Hyper Armor (1 hit). You still lose life when hit though.
- Can be Dash Cancelled, during charge as well as during strike. This allows you to dash the moment you hit your opponent with Focus Smash, and follow quickly with other attacks.

High Counter : + or + or + when guarding an attack (Ground).

This is the high version of Zero Counter. Goku counters the opponent's attack and hits him with a Snap Kick, sending him in the air.

Low Counter : + or + or + when guarding an attack (Ground).

This is the low version of Zero Counter. Goku counters the opponent's attack and attacks him with a sliding kick that trips him.

Air Punch Counter : + or + or + when guarding an attack (Air).

This is the Punch version of Aerial Zero Counter. Goku counters the opponent's attack in the air, and performs a powerful Smash Punch, sending the opponent far away.

Air Kick Counter : + or + or + when guarding an attack (Air).

This is the Kick version of Aerial Zero Counter. Goku counters the opponent's attack in the air, and performs a powerful Boomerang Kick, smashing him to the ground.




Multi-Combo Attack : +
(while close to opponent)
Goku grabs his opponent, stuns him with a knee attack, sweeps him and kicks him far away.


Ippon à la Goku :
+ (while close to opponent)
Goku grabs his opponent, stuns him with a violent uppercut, then slams him on the ground on the other side.




Uppercut : +

Goku's Crouching Strong Punch sends the opponent flying in the air, allowing for Aerial Combos, as in the Versus series.


360 Split Kick : +

Goku's Crouching Strong Kick. Goku leaps up from his crouching position and kicks the opponent, sending him away.
This move is an overhead. It can be chained from medium basics and Wing Kick.

Flurry Punch :
Goku's basic Standing Strong Punch makes him perform a series of very quick punch while moving forward.


Fury Uppercut :
(after a successful s.SP)
This follow-up to Flurry Punch makes Goku perform a variant of his Crouching Strong Punch, sending the opponent flying in the air, allowing for Aerial Combos, as in the Versus series.


Knee Kick :
(while close to opponent)
Alternate version of the Standing Medium Kick, only performable when close to the opponent.

Blur Mega : (after a successful s.SK)
Follow-up to Standing Strong Kick, allowing to extend SSJ Goku's combos. Can be chained into Blur Max.

Blur Max : (after a successful Blur Mega)
Follow-up to Blur Mega, allowing Goku to finish his combo by sending the opponent to the other side of the screen.

Wing Kick : +
An overhead attack performed while running. Can be combo'd into s.SK, 360 Split Kick and Blast Fist.

Boomerang Kick : (in the Air)
Regular Aerial Strong Kick. Grounded opponents will fall when hit by Boomerang Kick. Aerial opponents will be sent to the ground and made to bounce, allowing for juggling. The bouncing is only triggered once in the same combo.

Reverse Boomerang Kick : + (in the Air)
Can only be performed as you pass over the opponent. Has the same properties as the regular version.




Goku has a bunch of moves that will work only against compatible characters, to give more of a fullgame "feeling".

Dash Collision :
Compatible against : SSJ Goku Z2, Vegeta Z2, Gohan Z2, SSJ Goku Z2, Awoken Ichigo by Storm-Ex, Alucard by Dope, Yellow Suika by Veanko (Bluestreak by Diepod & Jesuszilla).
Run against a running opponent, and the characters will grab each other and struggle. Smash the buttons as fast as possible, and the winner will throw his opponent.

Beam Collision :
Compatible against : Goku Z2, Vegeta Z2, SSJ Goku Z2, Yellow Suika by Veanko.
When the opponent performs his Lv2 Super Beam, press F+2P during the superpause to trigger a Beam Counter (provided Goku has 2 powerbars and has control). From there, both characters will launch their beam at the same time and have them collide. Smash the buttons as fast as possible to win the struggle. Hold Start to dump power into the beam and take the advantage over the opponent.
NB : This move is not available in Simul mode.

Optional animations :
There are a few other optional animations which you can include in your characters to make them compatible with SSJ Goku Z2 :
- Flip Knockout : When hit by EX Snap Kick. Opponent goes flying in the air, flipping backwards (anim 5937).
- Broken Back : When hit by Kaiyoken with Nappa finisher (anim 5946 & 5947).
- Chou Kamehameha Fatality : GetHit state fading to black when killed by Chou Kamehameha (anim 5941 & 5942).

If you wish to add some compatibility with SSJ Goku to some of your characters, please head to the tutorial section in Goku's readme.




Goku has a lot of combos in his arsenal, and this is his main weapon to win fights.

- All basics can be chained from Light to Medium to Hard, or from Light to Hard, with any combination of kicks and punches.
- Standing light attacks link to crouching light punch and crouching light kick.
- Boomerang Kick (a.SK) bounces an airborn opponent to the ground, allowing some juggling. It makes the opponent bounce only once in a single combo though, to avoid cheapness.
- All the specials can be chained into from most basic attacks.
- His Teleport special is a VERY powerful tool to extend combos and create very original ones.
- All the supers can be chained into from most special attacks.

Strategy Guide:
It is important you experiment yourself with Goku's combos and learn how to use him properly. Luckily for you, C.A.N wrote a short strategy guide explaining SSJ Goku's main strengths and weaknesses, so you can better understand how Goku should be played. Have fun!




Palettes :
Goku has a huge total of 193 palettes available for you to choose from. As browsing through all the palettes can be tedious, you will find in the palettes folder an archive named "Palette Chart" containing all the palettes in GIF format, for you to choose easily which palettes you want to use.

Configuration file :
In SSJ Goku Z2's root folder, there is a config.txt file in which you can set some preferences :
- You can choose whether to use English or Japanese voices.
- You can choose the AI level.
- You can choose to use either solid or transparent FX.
- You can choose which projectile repel FX is displayed during Focus Smash.
- You can choose which Super Background to use when you kill your opponent with a Super move.
- You can choose which command to use for Teleport, one being more user-friendly.
- You can remove the cut-out eye animation during SSJ introduction.
- You can set the axes for Justice Mode gauge.

Introductions :
Goku has several introductions at the beginning of the fight:
- Stretching: Goku stretchs a few times, and screams when he's ready to fight.
- Hyper Dimension: Goku teleports in and goes into SSJ form, as in the Snes Hyper Dimension game.
- SSJ Transformation: long transformation intro, with a short cutscene (this intro is always played VS Vegeta Z2).
- Boulder Lifting: nothing is more important than a little warm up before the fight.
- Kinton Leaning: Goku is chilling against Kinton, before getting ready for the fight.

Winpose selection :
You can choose Goku's winpose at the end of the round by holding a button. Some other winposes will also be triggered in certain occasions. Winposes change depending on which round you're on:

<<< Not the last round >>>
- x: Goku lifts his arm to show he's the strongest. There are 3 random speeches available.
- a: Goku floats in the air laughing. This is a homage to Toskomics' GokuHR winpose.
- y or b: Goku jumps and starts training. Kaio then jumps in and adds some weights to make Goku's training harder.
- z or c: Goku looks down at P2. Kaio then comes in with his car and crushes into Goku...
- Perfect : Goku and Kaio are the biggest pimps ever. Rollin' rollin' rollin' !!!
- s & Perfect: Goku shows the opponent he was far from being at his maximum level, by going Super Saiyajin 3.

<<< Last round >>>
- x: Cameo winpose. Goku crosses his arms, then pursues a cameo as it passes by. There are plenty of them, so just find them all out!!!
- y: Goku goes back to his normal form.
- z: Goku lifts his arm to show he's the strongest. There are 3 random speeches available.
- a: Goku looks down at P2. Kaio then comes in with his car and crushes into Goku...
- b: Goku floats in the air laughing. This is a homage to Toskomics' GokuHR winpose.
- c: Goku jumps and starts training. Kaio then jumps in and adds some weights to make Goku's training harder.
- Perfect : Goku and Kaio are the biggest pimps ever. Rollin' rollin' rollin' !!!
- s & Perfect: Goku shows the opponent he was far from being at his maximum level, by going Super Saiyajin 3.

Youtube videos :
You can find many Youtube videos featuring SSJ Goku Z2 VS various opponents. The easiest way to find some of them is to go directly to Balthazar's Youtube Channel, where you'll fine various videos featuring all the Z2 cast. Among these videos, you'll find :
- SSJ Goku Z2's movelist, just so you can see in action his basic competences.
- A video showing some of the combos possible thanks to teleport.
- Another combo video, with even more possibilities.
- A real fight against Infinite Kula, showing how Goku is used in-game.