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Goku

Strategy[]

Gameplay[]

Base form[]

Suprisingly, Base Goku is harder to play than the major part of the cast. It comes from his awkwards Blasts moves. Kaio-ken refills the Ki gauge and grants traditional "power up" bonuses, minus the Ki charge speed malus, but downside is it doesn't grant the Max Power Mode like many "power up" Blast 1, drains Ki continuously, forbids charging Ki and costs  a huge 3 Blast Stocks. The fact Kaio-ken nearly doubbles Kaio-ken Attack doesn't soften the gap. Give me your energy ! serves to form the Spirit Bomb (or Genkidama), then to boost it up twice. Once again, it represents a huge Blast Stock cost, ratio damages per Blast Stocks are the weakest of the game.

At last, for his Blasts 2, Kamehameha has the common downside of chargeable attacks, the predictability. As Kamehameha and Kaio-ken Attack have the same cost (3 Ki bars), the most reliable Blast 2 move is the Kaio-ken Attack (more powerful than an uncharged Kamehameha, but less powerful than a charged one), which is a short-ranged rush that teleports at center of the arena and leaves the opponent right in front of Goku.

Luckily, Goku has almost all melee moves, minus Rolling Hammer and disorienting effects. Bests are Body Strike and Step-In Strike Throw, which are counter-attacks. Use and abuse them, the first when you and your ennemy punches at same time, the second whenever you are close to your ennemy, including after Rush In. Seconds are Kiai Canon Smash, Sonic Impact and, in a lesser mesure, Massive Throw. These permits good combos.

Kaio-ken Attack > Step-In Strike Throw exploits the proximity at the end of the Kaio-ken Attack to counter-throw the ennemy, who almost always rises trying a direct punch. Just time the Step-In, just when the opponent moves, if you Step-In too soon, he will see your counter-attack position and attack in a way you can't counter.

Kiai Canon (2xA, B) > Smash > Sonic Impact > Step-In Strike Throw is a great melee combo since it bypasses ennemy's guard and does heavy damages (2xA and fully charged Kiai Canon Smash does almost same  damages than 4xA and Heavy Finish + Heavy Crush and more damages than 4xA and a full charged smash [but less than a following Punishing Attack or Dragon Homing Smash, which ennemy can evade). Just lend the Sonic Impact the later possible to not interrupt the combo. If ennemy rises using other move than simple punch, and if he doesn't rise immediatly, Massive Throw instead of Step-In Strike Throw is an alternative option, but it doesn't deal damages.

Looping Sonic Impact > Step-In Strike Throw is a viable option, but generally, it's better to profit the fact ennemies are expulsed to charge up Ki.

Same goes for Step-In Strike Throw / Massive Throw > Kaio-ken Attack ; it's better to charge your Ki while ennemy is away than chase him, not mentionning that Kaio-ken must be used right after the throw because of its short range.

Concerning Max Power mode, Goku gains only Violent Rush, Hyper Smash, an additional Punishing Attack, an additional Dragon Homing and Max Power Combo. The later can be a good alternative to Spirit Bomb since Spirit Bomb has a high Blast Stocks cost.

In tag/free battles, equipping a Self-Confidence and keeping Goku in reserve can make him enter the fight with a full 7 Blast Gauges, allowing him to form, fully empower and throw the Spirit Bomb.


Super Saiyan[]

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 !


Super Saiyan 2[]

This form is very similar to the previous.

The main difference is the Blasts 1 : Instantaneous Transmission (2 Blast stocks) and Full Power (3 Blast stocks) replace Wild Sense (auto-dodge with possible counter-attack) and Saiyan Soul (gives Rush Armor and Ki Armor). Instantaneous Transmission can work like Wild Sense, as it permits to directly teleports onto the ennemy and initiate a rush, AND dodge an attack, AND makes ennemy loosing his Lock-On if he's dashing ; the difference is Instantaneous Transmission is cheaper, not automatic and can't be used inside a(n ennemy) rush. Full Power has a Ki debuff after use (reaching Max Power mode by charging up from 0 Ki will take about 12.5 seconds instead of 7.5), while SSJ 2 Goku has good Ki so no problem to reach Max Power mode manually. So, Instantaneous Transmission can be a wiser choice than Full Power.

Other great difference is Ultimate Blast : Super Kameha is a beam, and no longer a rush blast. This can be an advantage, if you go close to ennemy, use Violent Rush then High Speed Motion to launch Super Kamehameha at ideal distance.

For minor differences, SSJ2 Goku is obviously stronger than SSJ1 Goku, he gains an additional Dragon Homing in Max Power mode and loses Flying Kick. More strategically, SSJ2 Goku also loses Step-In Kiai Cannon.

Otherwise, SSJ2 Goku is equal to SSJ. This makes him a good overall fighter, but sadly less melee resistant than his previous form due to disparition of Saiyan Soul, so less versatile.

Super Saiyan 3[]

This form is greatly different from other ones.

First main difference is SSJ 3 Goku loses Meteor Smash to gain Super Explosive Wave. Second main difference is he charges up Ki very slowly and his Blasts 2 (Super Kamehameha and Super Explosive Wave) both cost 4 Ki bars. In addition, they deal low damages (safe Super Kamehameha if charged). This makes use of Blasts 2  somewhat rare ; reaching Max Power Mode and using Dragon Fist or Max Power Combo is also rare, but a little less, due to high damages.

Blasts 1 are the same than for previous form : Instantaneous Transmission (2 Blast stocks) and Power up to the very limit (3 Blast stocks, different name but same effect). But unlike SSJ 2 form, Power up to the very limit is useful since Ultimate Blast deals much more damages than Blasts 2 and SSJ 3 Goku has horrible Ki charging capacity.

SSJ 3 Goku then relies more on melee (or on his destructive charged Ki Blasts, like SSJ and SSJ 2 forms), by default, until Power up to the very limit is ready to reach Max Power Mode and use Dragon Fist (or Max Power Combo). Only new move to help him in that is Super Movement and Counter Throw, coupled by Step-In Strike.

Another possibility is to use Instantaneous Transmission when ennemy uses a Rush Blast (like Meteor Smash), to disorient him, then hiding somewhere to charge up Ki until your reach Max Power Mode manually. But this requires 3 Blast stocks (Instantaneous Transmission costs 2, reaching Max Power Mode costs 1),  which is the same cost than Power up to the very limit. Pro is the possible disorientation ; con is the ennemy can find you easily if he reacts quickly and/or you don't have any place to hide, and attack you so you won't be able to reach Max Power Mode.

Vegito[]

Super Vegito[]

Super Gogeta[]

Z-Items[]

Base form Goku[]

Goku
Stats
[]

Base Maxed out
Life 50.000 98.000
Overall Attack rating 100 % 152 %
Overall Defense rating 100 % 62 %
Blast Gauge charging time
Ki full charging time 6,8 s. 6,3 s.
Ki bars at start of the battle 2 5
Ki bars auto regen max 2 5
Max Power Mode duration
Hits combos Attack Defense
Base Maxed out Base Maxed out
Rush attack 5 hits 1.610 2.460 1.610 1.000
Smash 1 hit 1.400 2.130 1.400 860
Grab 2.450 3.730 2.450 1.500
Ki blasts rush 5 blasts 1.250 1.900 1.250 800
Per blast - 250 380 250 160
Charged ki blast 1 blast 1.080 1.640 1.080 660
Kamehameha - - - 4.800 2.940

Special traits[]

None

Personal techniques[]

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Input Description

Heavy Finish        (+ Heavy Crush)

4xA,B (charge) (then 2xA,B)

Powerful stuning blow. Then Heavy Crush performs 3 blows, the last one ejecting the opponent straight forward.
Flying Kick 3xA,B Overhead attack, countered only by up guard.

Kiai Cannon          (+ Smash)

2xA,B (charge)    (then B)

Break (semi charged) or bypass (fully charged) guard and ejects ennemy straight forward. Then Kiai Cannon Smash teleports to the ennemy to deliver a smash.

Heavy Finish         (+ Crush) A,B                   (then 2xA,B) Powerful stuning blow. Then Heavy Crush performs 3 blows, the last one ejecting the opponent upward.
Throw Up, Step in Throw the opponent straight forward
Body Strike While rushing, Protect (maintain) Counter simple punches by a strike that ejects ennemy upward.
Feint After Image Strike While charging a smash, another button (maintain) Counter simple punches by an automatic safe teleport.
Step-In Strike Throw Step in, Protect (maintain) Counter simple punches by the grab.
Sway Heavy Step in, B Performs a Heavy Finish (which can be followed by Heavy Crush).
Ki Blasts B (x5) Fires up to 5 Ki Blasts with great accuracy and slightly curved trajectory.
Jump, B 3 consecutives standard Ki Blasts, at cost of only one.
Charged Ki Blast (Dash,) B (charge) Big yellow slow fireball. Trajectory is straight if fully charged, and slightly curved otherwise.
Jump, B (charge) Kienzan (unblockable and impossible to repel energy disc).

Common techniques[]

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Inputs Description
Lift Strike

While rushing, Up+B (charge)

Launches the ennemy on the air, enables Air Combos. Bypasses guard if fully charged, except down guard.
Step In Lift Strike Step in, Up+B Step-In version of the Lift Strike.
Homing Jump Lift Strike, Step in Immediatly after the launch, chase the ennemy in the airs.
Air combo 1 Homing Jump, 5xA Simplest Air combo.
Air combo 2 Homing Jump, 4xA, B Finisher can be used before fourth hit. Opponent loses his lock-on.
Air combo 3 Homing Jump, B, 5xA More powerful but requires timing for first hit (which stuns ennemy).
Air combo 4 Homing Jump, B, 4xA, B Most damaging melee combo. Combines Air combos 2 and 3, so opponent loses his lock-on.
Ground Slash Down+B Mow ennemy's legs. Bypasses guard if fully charged, except down guard.
Step In Ground Slash Step in, Down+B Step-In version of the Ground Slash.
Dragon Tornado Ground Slash, 2xB, A After a Ground Slash (regular, Step-in or Illusion Slash), performs a punch, an upward projection and a downward smash.
Punishing Attack (a.k.a. Banishing Attack) Full Smash, B (any direction) After a landed full smash (or Dragon smash), teleports behind the ennemy in the air to deliver another smash. Initially limited to one in a row, can be upgraded by items or Max Power Mode.
Rush In 5xA, Step in Rush without finisher but with a step-in to directly join the ennemy.
Chase Attack Rush in, 5xA, Up+Guard Teleports near the ennemy after (only) the second rush combo without finisher (first one being the Rush In).
Sonic Impact Dash Smash, B, A During a Dash (not a Dragon Dash), performs a Dash Smash (which doesn't launch the opponent) then punches and smashes the opponent to the ground (in good position for Massive Throw).
Massive Throw Up+B Grab the opponent by his leg if he's lying on the ground, facing the sky. Then projects him to the skies.
Illusion Slash Landing + B Just after a jump or a landing, performs a Ground Slash.

Max Power mode[]

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Inputs Description
Dragon Homing +1 After a full smash, Dash Adds a Dragon Homing, to a total of 2 (without artifacts).
Banishing Attack +1 After a full smash, B Adds a Banishing Attack (a.k.a. Punishing Attack), to a total of 2.
Violent Rush AAAA... Infinite rush (punches the ennemy indefinitely).
Hyper Smash Charge + B Unblockable full smash. Can be used with a direction like all smashes.
Dragon Heavy Dragon Dash, B Stuns the opponent and enables the Max Power Combo. If fails, ends the Max Power Mode.
Max Power Combo Dragon Heavy, A repeatedly, B, A+B After Dragon Heavy, enter in an unblockable rush sequence, which drains energy. B launches the opponent straight forward and ends the sequence, then A+B launches a Kamehameha.

Blast 1 techniques[]

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Cost Description
Give me energy ! 2  /  7 Forms the Spirit Bomb, allowing to use the Ultimate Blast. Can be used 3 times (without time limit) before Ultimate Blast to enstrengthen it.
Kaio-ken 3  /  7 Enters in a special unreversible mode, granting Attack, Defense, Blast and Armor bonuses, and full Ki. This mode drains Ki, disable Ki charging, and ends when Ki is fully consumed.

Blast 2 and Ultimate Blast techniques[]

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Cost (/5) Damages Wiimote move Description
Standard Wiimote
Base Maxed Base Maxed
Kamehameha 3 4.800 8.640 7.320 13.140 8.040 9.600 Kame- hameha Chargeable beam (min and max values).
Kaio-ken Attack 3 6.010 11.000 9.120 18.150 6.010 11.000 9.120 18.150 Rush Rush ; short reach, teleport to the center of the arena, then leave the ennemy at feet of the player. Damages boosted if in Kaio-ken state (second values).
Spirit Bomb (Ultimate) 5 16.800 25.200 33.600 25.550 38.290 51.100 20.020 ? 40.040 C-Up Teleports to the center of the arena and launches the Spirit Bomb (formed by Give me energy !). Bigger and more powerful if Give me energy is used (up to 3 times) before.

Transformations[]

Cost Inputs Bonus
Super Saiyan 1  /  7 (Left +) Transform None
Super Saiyan 2 2  /  7 Up + Transform None
Super Saiyan 3 3  /  7 Right + Transform None

Fusions[]

Fusions necessits playing in a tag battle or a free battle and having Vegeta (second form) alive in your team.

Cost Inputs Bonus
Vegito 4  /  7 Charge + (Left +) Transform None
Super Vegito 5  /  7 Charge + Up + Transform None
Super Gogeta 5  /  7 Charge + Right + Transform None

Super Saiyan Goku[]

SS Goku

SSJ Stats[]

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

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

SSJ Common traits and techniques[]

Passives Common melee moves Max Power Mode
Absorb Ki Blasts - Banishing Attack Yes Banishing Attack + 1
Anti-Armor - Step-In Yes Homing Dragon + 1
Cyborg - Rush In Yes Ki Blast Armor -
Energy Detection Yes Chase Attack Yes Ki Blast Bounce -
Fly Yes High Speed Motion Yes Rush Armor -
Giant - Lift Strike / Air Combos Yes Super Movement -
Ki Blast Armor - Ground Slash Yes Super Dash Yes
Rush Armor - Dragon Tornado Yes Violent Rush Yes
Scouter - Rolling Hammer - Hyper Smash Yes
Weakness - Sonic Impact Yes Max Power Combo Yes
Massive Throw Yes Max Power Combo Finish Yes
Illusion Slash Yes

SSJ Melee specific moves[]

Finishers 4 x A , B 3 x A , B 2 x A , B A , B
Kiai Cannon +
Kiai Cannon Smash
Heavy Finish +
Heavy Crush
Heavy Finish +
Heavy Crush
Flying Kick
Counters Rush, Guard Step-In, Guard Smash cancel Throw (Up + Dash)
Body Strike Step-In Strike Throw Feint Sway Normal
Step-In Step-In, B Step-In, Up + B Step-In, Down +B
Step-In Kiai Cannon 
+ Kiai Cannon Smash
Sway Lift Strike Step-In Ground Slash
+ Dragon Tornado

SSJ Ki Blasts[]

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

SSJ Blasts 1[]

Cost Description
Wild Sense 3 / 4 Grants 1 auto-counter.
Saiyan Soul 2 / 4 Grants Saiyan Soul status.

SSJ Blasts 2 and Ultimate Blast[]

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.

SSJ Transformations[]

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

(Click here to return to Super Saiyan strategy)

Super Saiyan 2 Goku[]

SS2 Goku

SSJ2 Stats[]

Base Maxed out
Life 50.000 98.000
Overall Attack rating  % %
Overall Defense rating 100 % %
Blast Gauge charging time
Max Blast Stock 4
Ki full charging time 7.5
Ki bars at start of the battle 2 5
Ki bars auto regen max 2 5
Max Power Mode duration
Hits combos Attack Defense
Base Maxed out Base Maxed out
Rush attack 6 hits 2.080 3.160 1.610 1.000
Smash 1 hit 1.800 2.740 1.400 860
Grab 1 hit 3.150 4.790 2.450 1.500
Ki blasts rush 7 blasts 2.800 4.270 1.250 800
Per blast 1 blast 400 610 250 160
Charged ki blast 1 blast 2.800 4.260 1.080 660
Kamehameha - - - 4.800 2.940

(Click here to return to Super Saiyan 2 strategy)

SSJ2 Common traits and techniques[]

Passives Common melee moves Max Power Mode
Absorb Ki Blasts - Banishing Attack Yes Banishing Attack + 1
Anti-Armor - Step-In Yes Homing Dragon + 1
Cyborg - Rush In Yes Ki Blast Armor -
Energy Detection Yes Chase Attack Yes Ki Blast Bounce -
Fly Yes High Speed Motion Yes Rush Armor -
Giant - Lift Strike / Air Combos Yes Super Movement -
Ki Blast Armor - Ground Slash Yes Super Dash Yes
Rush Armor - Dragon Tornado Yes Violent Rush Yes
Scouter - Rolling Hammer - Hyper Smash Yes
Weakness - Sonic Impact Yes Max Power Combo Yes
Massive Throw Yes Max Power Combo Finish Yes
Illusion Slash Yes

(Click here to return to Super Saiyan 2 strategy)

SSJ2 Melee specific moves[]

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

(Click here to return to Super Saiyan 2 strategy)

SSJ2 Ki Blasts[]

Position Description
Standard
Ki Blasts
Neutral Fires up to 7 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 fireball (moderate damages, short-medium range, can be repelled, little Ki cost).
Jump

(Click here to return to Super Saiyan 2 strategy)

SSJ2 Blast techniques[]

Blast 1
Blast Cost Quick description
Instantaneous Transmission 2  /  4 Teleports you on ennemy's back.
Full Power 3  /  4 Enters in Max Power mode. Ki rate drops from 7.5 s. to 12.5 s.
Blast 2 and Ultimate Blast
Ki Cost (/5) Hits Damages Wiimote move Quick description
Standard Wiimote
Base Maxed Base Maxed
Kamehameha 3 6 6.000 11.400 9.120 17.340 10.020 12.000 Kame- hameha Chargeable beam (min and max values).
Meteor Smash 4 11 11.530 17.230 11.500 Rush Rush ; long reach, transport to the center of the arena, in the air, then smash thep ennemy downward.
Super Kamehameha (Ultimate) 5 8 14.800 22.480 C-Up Energy beam.

(Click here to return to Super Saiyan 2 strategy)

SSJ2 Transformations[]

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

(Click here to return to Super Saiyan 2 strategy)


Super Saiyan 3 Goku[]

SS3 Goku

SSJ3 Stats[]

Base Maxed out
Life 50.000 98.000
Overall Attack rating 196 %   140 %
Overall Defense rating 100 % 62 %
Blast Gauge charging time
Max Blast Stock 3
Ki full charging time
Ki bars at start of the battle 1 5
Ki bars auto regen max 2 5
Max Power Mode duration
Hits combos Attack Defense
Base Maxed out Base Maxed out
Rush attack 7 hits 2.160 3.320 1.610 1.000
Smash 1 hit 1.880 2.860 1.400 860
Grab 1 hit 3.290 5.000 2.450 1.500
Ki blasts rush 7 blasts 3.500 5.320 1.250 800
Per blast 1 blast 500 760 250 160
Charged ki blast 1 blast 3.200 4.860 1.080 660
Kamehameha - - - 4.800 2.940

(Click here to return to Super Saiyan 3 strategy)

SSJ3 Common traits and techniques[]

Passives Common melee moves Max Power Mode
Absorb Ki Blasts - Banishing Attack Yes Banishing Attack + 2
Anti-Armor - Step-In Yes Homing Dragon + 1
Cyborg - Rush In Yes Ki Blast Armor -
Energy Detection Yes Chase Attack Yes Ki Blast Bounce -
Fly Yes High Speed Motion Yes Rush Armor -
Giant - Lift Strike / Air Combos Yes Super Movement Yes
Ki Blast Armor - Ground Slash Yes Super Dash Yes
Rush Armor - Dragon Tornado Yes Violent Rush Yes
Scouter - Rolling Hammer - Hyper Smash Yes
Weakness - Sonic Impact Yes Max Power Combo Yes
Massive Throw Yes Max Power Combo Finish Yes
Illusion Slash Yes

(Click here to return to Super Saiyan 3 strategy)

SSJ3 Melee specific moves[]

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

(Click here to return to Super Saiyan 3 strategy)

SSJ2 Ki Blasts[]

Position Description
Standard
Ki Blasts
Neutral Fires up to 7 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 fireball (moderate damages, short-medium range, can be repelled, little Ki cost).
Jump

(Click here to return to Super Saiyan 3 strategy)

SSJ3 Blast techniques[]

Blast 1
Blast Cost Quick description
Instantaneous Transmission 2 / 4 Teleports you on ennemy's back.
Power up to the very limit 3 / 4 Enters in Max Power mode.
Blast 2 and Ultimate Blast
Ki Cost (/5) Hits Damages Wiimote move Quick description
Standard Wiimote
Base Maxed Base Maxed
Super Kamehameha 4 6 6.540 12.360 9.900 12.360 10.020 12.000 Kame- hameha Chargeable beam (min and max values).
Super Explosive Wave 4 5 8.350 12.700 11.500 C-Down Explosion centered to the user.
Dragon Fist (Ultimate) 5 8 18.010 27.380 Energy beam.

(Click here to return to Super Saiyan 3 strategy)

SSJ2 Transformations[]

Cost Inputs Bonus
Base form Free Down + Transform None

(Click here to return to Super Saiyan 3 strategy)

Vegito[]

Super Vegito[]

Super Gogeta[]

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