Movelist of SSJ 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 [EX]
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.
Ex version is called G-Pressure. Goku creates an invisible air pressure that send the opponent bounce on the wall, allowing juggling. Can only bounce once in a combo, to avoid infinites.

Blast Fist : or or [EX]
Goku's version of Shoryuken. It has invincibility during startup, before Goku goes in the air. Vels and number of hits depends on the button pressed.
EX version deals more hits than normal versions.

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.

Teleport : or or or or or [EX]
When performed, Goku teleports at another place, depending on the buttons pressed. Can be performed when you have control (ground or air), and during any basic and special, once you have hit the opponent.
This is one of Goku's most powerful techniques, since it allows you to cancel out of moves at another place to evade your opponent or create new combos.
- X/Y/Z buttons teleport Goku to the ground. A/B/C buttons teleport Goku in the air.
- Light+Medium teleport Goku away from the opponent. Light+Strong teleport Goku close to the opponent. Medium+Strong teleport Goku behind the opponent.
- Teleport is limited to 3 times in a single combo in normal conditions, 5 times when Justice Mode is activated.
- Teleport is ALWAYS an Ex move and uses 500 powerbar.

N.B. : the command for Teleport can be changed to a more user-friendly one in the config.txt file. The simplified version works with "direction + Start".
The directions you can use are UB (resp. U or UF) to teleport in the air away (resp. close or behind) from the opponent and DB (resp. D or DF) to teleport to the ground away (resp. close or behind) from the opponent.


Teleport Attack - Bicycle Kick: [Justice Mode only]
Goku teleports on top of his opponent and performs a Bicycle Kick, bounce juggling the opponent. Can be performed when you have control (ground or air), and during any basic and special, once you have hit the opponent.
Teleport attacks can be chained between each other up to 3 times, as long as you do not perform the same teleport attack twice in a row.
Teleport attacks cost 1000 power if cancelled from any attack, and only 500 power if not cancelled.


Teleport Attack - Flash Kick: [Justice Mode only]
Goku teleports under his opponent and performs Guile's famous Flash kick, sending the opponent in the air for juggling. Can be performed when you have control (ground or air), and during any basic and special, once you have hit the opponent.
Teleport attacks can be chained between each other up to 3 times, as long as you do not perform the same teleport attack twice in a row.
Teleport attacks cost 1000 power if cancelled from any attack, and only 500 power if not cancelled.


Teleport Attack - Smash Punch: or [Justice Mode only]
Goku teleports in front or behind his opponent, depending on the direction pressed and performs a powerful Smash Punch, knocking the opponent across the screen and wallbouncing him. Can be performed when you have control (ground or air), and during any basic and special, once you have hit the opponent.
Teleport attacks can be chained between each other up to 3 times, as long as you do not perform the same teleport attack twice in a row.
Teleport attacks cost 1000 power if cancelled from any attack, and only 500 power if not cancelled.





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.
- Goku can teleport during Kamehameha superpause. This feature requires 500 power. Please refer to the "Teleport" special for additional information.

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.
- Goku can teleport during Kamehameha superpause. This feature requires 500 power. Please refer to the "Teleport" special for additional information.

Sonic Rush : or or
Goku's level 1 anti-air super. Goku charges his energy and speed dashes up. If he connects, he stuns the opponent with a gut punch, performs a series of very fast punches before kicking the opponent away.
- It takes damage dampener into account only moderately, making it very good for comboing.
- Can only hit aerial opponents.
- During the superpause, you can hold Forward. If you do so, Goku will dash at an angle of 45°, allowing to hit opponents further away but lower in the air.




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.

Aerial Chou 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.
- 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 Aerial Chou Kamehameha will hit. MAX version deals 40 hits and is unblockable.

Supersonic Rush : or or
This is the Level 2 version of Sonic Rush. Goku charges his energy and speed dashes up. If he connects, he stuns the opponent with a gut punch, performs a series of very fast punches before kicking the opponent away.
- It takes damage dampener into account only moderately, making it very good for comboing.
- Can only hit aerial opponents and is unblockable.
- During the superpause, you can hold Forward. If you do so, Goku will dash at an angle of 45°, allowing to hit opponents further away but lower in the air.

Justice Mode :
Justice Mode is is an ability SSJ Goku can activate for 2 powerbars. He gets full control of his SSJ power, ready to bring justice to the world, granting him access to new abilities. Justice Mode has a lot of stuff happening, but should be fairly easy to apprehend.
- At activation, you will see a full Buffer Bar (orange), an empty Justice Bar (blue) and a grey kanji.
- Teleport special can be performed with no power, but it empties the Buffer Bar.
- Once the Buffer Bar is empty, SSJ Goku goes out of Justice Mode. There is no way to refill the Buffer Bar.
- Using Teleport-based moves fills the Justice Bar. The Justice power amount is represented by the Justice Bar and its level by the color of the kanji : grey = Lv0, yellow = Lv1, orange = Lv2, red+flames = Lv3.
- In Justice mode, power charge is disabled.
- In Justice mode, SSJ Goku can perform up to 5 teleports in a single combo. The more teleports you perform in a single combo, the faster Justice Bar will rise.
- In Justice mode, SSJ Goku gains access to Teleport Attacks (see Specials section).
- In Justice mode, Hyper Rush only costs 2000 power. Performing Hyper Rush will cancel Justice Mode.
- SSJ Goku gains finishers for Hyper Rush, depending on the level of the Justice Bar.




Hyper Rush : or or
Goku charges his energy and and speed dashes straight to the opponent. If he connects, he will then perform a super fast flurry punch before finishing the opponent with Ryu's trademark move : Shin Shoryuken.
In Justice mode, SSJ Goku gains access to different finishers for Hyper Rush, which are performed automatically depending on the Justice Bar level :
- Sonic Beatdown (Lv.1) : Goku performs a very powerful combo before smashing the opponent to the ground with a lightning infused punch.
- Ultimate Kamehameha (Lv.2) : Goku charges and launches a very powerful Kamehameha on the opponent.
- Bye Bye Genkidama (Lv.3) : Goku goes back to normal mode to throw a huge Genkidama to his opponent, only to go back to SSJ mode with a power boost, in order to destroy him.