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Super Saiyan Goku FAQ

by zenGOSM

SS1 Goku Guide
---------------------------------
Dragon Ball Z Budokai Tenkaichi 2
---------------------------------

Copyright 2007, Jason Hochstatter, a.k.a. zenGOSM
Do not use this guide without my permission.  If you want to post my guide 
somewhere, I can be reached at [email protected]

This guide is authorized to be posted by GameFAQs, Super Cheats, and Neoseeker.

All trademarks and copyrights contained in this document are owned by their 
respected trademark and copyright holders.

If you need to find something specific, just search the document (usually 
control-F, or command-F if you're on OSX like me) then type in the number next
 to it.

Table of Contents:
--------------------------------
1.42 Introduction
--------------------------------
2.42 Notes on Combat
--------------------------------
3.42 Blast 1 Techniques
--------------------------------
4.42 Blast 2 Techniques
--------------------------------
5.42 Ultimate Blast Techniques
--------------------------------
7.42 Z-Item (Potarra) Strategy
--------------------------------
6.42 Super Saiyan Goku Specific Strategies


------------------------------------------------------------------------------
1.42 Introduction
----------------------------------

Hi! I hope you're well! This is a guide for using Super Saiyan Goku in Dragon 
Ball Z Budokai Tenkaichi 2 for the Nintendo's Wii. Take note that this is a 
guide for Super Saiyan Goku. This guide is not for any other form of Goku.
While transforming can be a good thing, it is not always the best use of
Blast Stock, and it is always good to be able to use the in between 
transformations as well. 


------------------------------------------------------------------------------
2.42 Notes on Combat
--------------------
The combat system in this game is very complex. It's easy to learn, but hard 
to master. In fact, the core fighting system is far more important to master
 than an individual character's Blast Techniques. I was going to include a
 lengthy section on this subject, but Fishbulbhead has an absolutely fantastic
 guide on this subject on GameFAQs. You can find it under the In-Depth FAQs as 
"Combat Guide." It's pretty much exhaustive, and I really recommend checking 
it out before you read any farther. 

------------------------------------------------------------------------------
3.42 Blast 1 Techniques
----------------------------------
Wild Sense (Z + Defend)
		
Cost: 3 Blast Gauges
Effect: Wild Sense does nothing immediately, but after activating it, the next
attack your opponent makes will be automatically evaded via teleport dodge and
Goku will make a powerful counterattack. It will also dodge one energy attack,
but there will not be a counterattack. 
		
Comments: This Blast 1 is fantastic. Since you've got this move, you shouldn't
let your Blast Stocks go to waste. I recommend using any Blast Stocks that you
aren't saving for transforming or for Saiyan Soul for Wild Sense.  

Defensive Strategy: Watch for it being activated. It'll show up in the white 
text. The best way to get rid of Wild Sense is to trip it when Goku isn't 
close enough to counterattack. I recommend an energy based Blast 2
for this. It may seem like a waste of ki bars, but Wild Sense can do a lot
of damage and will throw off your attack. 

-----------------------------------
Saiyan Soul (Z + Defend + Joystick Forward)

Cost: 2 Blast Gauges
Effect: Goku's attack and Ki power will get a boost and Goku will be unfazed
by uncharged attacks as if he were a giant character. This lasts until you
use a Blast 2 attack. 

Comments: This Blast 1 is also fantastic merely for the secondary unflinching
effect. This Blast 1 is better for characters that don't have Blast 2's that 
are as good as Goku's like Nappa and Raditz, so your Blast Stock may be better
spent in Wild Sense. Saiyan Soul takes a few seconds to activate and if you are
disrupted it won't activate. 

Good Combos: 
Throw -> Saiyan Soul 
Giant Throw -> Saiyan Soul
Sonic Impact -> Giant Throw -> Saiyan Soul
Kiai Cannon (Full Power) -> Saiyan Soul
Smash Attack ->Saiyan Soul
Dragon Smash -> Saiyan Soul
Vanishing Attack -> Saiyan Soul 

Defensive Strategy: Like I mentioned before, this technique leaves Goku open.
Lay down the smack down. Use ki blasts if you have to. That's the best defense.
If they get it activated, you'll need to use full power smash attacks. Remember
that you can speed up your full power smash attacks if you shake your Wiimote 
while charging. 
 
-----------------------------------------------------------------------------
4.42 Blast 2 Techniques
-----------------------------------
Angry Kamehameha (Z + B, point the Wiimote flat at the screen. Pull it back,
then quickly move it forward.)
	
Cost: 3 Ki Bars
Effect: This is Goku's beam attack. Goku it does a little over 5,000 damage 
normally, but you can charge it for up to two seconds which increases the 
damage output to about 10,000. If you hit someone else's beam attack with
your Kamehameha, a beam lock will begin in which you have to rotate the 
joystick as fast as possible. 

Comments: I'm honestly not a big fan of beam attacks, and especially ones that 
you have to charge to get decent damage out of. They're cool, but they don't 
do their job well enough. My main problem with them is that they're easy to 
dodge, and Kamehameha is no exception. If you're playing against the computer
on difficulty level 3 and you use Kamehameha without doing something to knock
them flying first, they WILL dodge. I've gotten really good at dodging these 
myself. If you want to land a good Kamehameha, you're going to need to finish
a combo with it. I recommend the ones listed below. I also recommend tossing a 
few ki blasts your opponent's way immediately after the beam, because there's 
nothing quite like getting nailed with a few itsy bitsy blasts right after 
getting jacked in the face with a Kamehameha. 

Good Combos:
Kiai Cannon -> Angry Kamehameha (Don't Charge)
Lift Strike -> Angry Kamehameha (Don't Charge)
Throw -> Angry Kamehameha (Don't Charge)
Smash -> Angry Kamehameha (Don't Charge)
Dragon Smash -> Angry Kamehameha (Don't Charge)
Giant Throw -> Angry Kamehameha (Don't Charge)
Sonic Impact -> Giant Throw -> Angry Kamehameha (Don't Charge)

Defensive Strategy: There's a bunch of different ways to beat a Kamehameha,
like I mentioned. You can sidestep it, teleport out of the way, block it
completely if you're using Perfect Stance, hurt your opponent while he's 
charging, move to a bad angle so that he'll miss, launch your own beam to 
start a beam war, or if you're far enough away you can dash in circles around
him until he fires, then attack him from behind while he's busy firing his 
beam. 
----------------------------------------------
Meteor Smash (Z + B, Wave the Nunchuck twice, the thrust the Wiimote...
Sounds more complicated than it is)

Cost: 3 Ki Bar
Effect: This is Goku's rush Blast 2. Goku can do just over 10,000 damage to
an opponent with this one. You have to be close to the target, and if you ram
yourself into an opponent who is dragon dashing or performing a rush Blast 2,
you'll initiate a fist battle in which you have to rotate the joystick as fast
as possible to inflict massive damage to your opponent.

Comments: This is my favorite out of Goku's blasts. It does more damage than 
an uncharged Kamehameha, costs the same, and due to the nature of rush Blast 
2's, it's a pain to dodge.  I recommend using it frequently. Unlike energy 
attacks, you won't lose ki from a rush blast 2 that doesn't connect. Damage
guaranteed, or your money back! :) One thing to keep in mind though is that
you need to be close to use it, but you can't be too close. You never really
want to be so close that Goku has to jump back in order to use it. Also 
remember that it has no effect on people who are flat on the ground. 

Good Combos:
Meteor Smash -> Sway Heavy -> Heavy Crush
Throw -> Meteor Smash -> Sway Heavy -> Heavy Crush
Giant Throw -> Meteor Smash -> Sway Heavy -> Heavy Crush
Sonic Impact -> Giant Throw -> Meteor Smash -> Sway Heavy -> Heavy Crush

Defensive Strategy: Dodging rush combos is tough. Really tough. I've yet to
master it. It is possible to teleport out of the way, it's possible to move
out of the way of the charging opponent, you can charge with a dragon dash or
a rush of your own to start a duel, or you can Power Guard. Power Guarding 
will prevent it, but it is an automatic guard crash, which isn't good, but 
it's better than being hit with a Meteor Smash. It is also possible to use
the energy waves to deflect the attack, you can hit them with an energy Blast
2 or Ultimate Blast to knock them off course, and I've even seen someone punch
them immediately on approach and knock things off. 
		
-----------------------------------------------------------------------------
5.42 Ultimate Blast
-----------------------------------
Instant Kamehameha (Z + B, Curser Out Up and Return)

Cost: Max Power mode (1 Blast Gauge), 5 Ki Bars

Effect: Goku hits his opponent several times, knocks them back, charges a 
kamehameha, and then as his opponent tries to hit him and disrupt the 
attack he uses Instant Transmission to teleport behind them and he launches
the kamehameha at their back. This does around 14,000 damage. 
	
Comments: I really like this Ultimate Blast. It's a rush blast so it's much
harder to dodge than if it were just a Kamehameha. It basically goes to the
trouble of knocking your opponent open for the beam for you. This Ultimate
is fantastic. I recommend using it if you get the chance, but don't go out
of your way to use it. 

Defensive Strategy: The best defense is to prevent them from using it, though
the best strategy would be to get really good at dodging rush Blasts. Ideally,
you shouldn't be giving your opponent a chance to charge long enough to get to
Max Power. If you can't do either of these, you should really go practice and
get good at this. 

------------------------------------------------------------------------------
6.42 Z-Item Strategy (Potarra) 
-------------------------

Now it's time to rig your Goku with all the stuff that he'll need to be the
best. I'm going to list my personal Goku as an example, then list off possibly
useful Ability and Support items and explain the reasons they're useful. Oh
yeah, you can also make a "perfect" character at level 160 by giving him five
"Kiss of 18"s or five "Title: Tenkaichi"s, but in my opinion that's pretty 
bland.

Keep in mind, you're really equipping seven different characters here. That's
Goku, Super Saiyan Goku 1-3, Vegitto, Super Vegito, and Super Gogeta. 

My Goku
----------------
Equipment Slot +3 - To get a full complement of Slots.
Health +19 - To max out my life bars.
Blast 2 +19 - To get the most out of my Blast 2 Techniques. 
Attack +19 - I use rushing. A lot. I have to get the most out of it. 
Defense +19 - I like to get the most out of my life bars.
Halo - Goku's Blast 2's are expensive. I like them cheap enough to use them
without wasting time charging.
Shenron's Record - The Homing +2 is nice, plus the later transformations have
very nice Ultimate Blasts. Dragon Punch comes to mind.

-------------
Ability Items
-------------

Health: Health gives you more life. This one is extremely important. Unless
you have support items that kick it up quite a bit, you will want Health for
obvious reasons. The more health you have, the longer you'll last.

Ki: Ki affects how fast you charge your ki bar. This could be useful. I don't
use it because my style of play leaves me with little time to charge, and I 
get most of my ki from hitting people. If you use MAX POWER frequently you 
might want this, but usually it's not an issue with Goku. One thing to point
out is that Goku's Super Saiyan 3 form charges very slowly so it would be 
useful there.

Attack: Increases your attack power. Goku is meant to be in the thick of
things. You really should use this one because it will allow Goku to hit much
harder.

Defense: Lessens the damage that you take. Goku, being the close range fighter
that he is, needs to have defense. I really recommend this one. 

Speed: This increases the speed of your attacks. Goku already has plenty of
speed though, so you can save the slot for something more useful.

Equipment Slots: The goal with these is to max out the number of Z items you
can equip while giving yourself the biggest bonuses that you can.
Unfortunately there aren't any +3 Support items that give any bonuses that
Goku can equip, so your best bet is to go for the +3 item here.

Blast 1: These increase the rate at which you get blast stocks. Normal Goku's
Blast 1 techniques aren't as good as his later ones, like Instant
Transmission, and he can use them to transform, but you shouldn't need this. 
There are better Z-Items to use.

Blast 2: This increases the damage that your Blast 2 techniques do. All forms
of Goku have very good Blast 2's. Would you like your Kaio-ken Attack to do
9,000 damage instead of 6,000?

Ultimate Blast: This increases the damage that your Ultimate Blast does. 
Normal Goku can't make as much use of this attack as some his later forms can,
but we're equipping for all forms, so I really recommend putting something on
here. If you really like Ultimate Blasts, toss on an Ability item here, but
otherwise I recommend Shenron's Record. 

-------------
Support Items
-------------

There are a lot of these. Most of them are useless for Goku. I list the ones
that I recommend, and why I recommend them.

MAX POWER Plus: You'll be able to use max power mode for longer when you get
there. Goku is a very good character to use max power with due to his 
fantastic melee capabilities. If you like to use Max Power a lot, you should
definitely use this.

Abandonment Essence: There is no ki cost to teleport sidestep. If you use this 
move a lot (it can be very handy) you may want to pick this up. The cost isn't
that substantial, but it's worthwhile if you use it a lot. There are better
items for Goku though. 

Hit Essence: You know how annoying it is when guard breaks make you run out of
ki and you have to hit the A button a bunch of times to recover? Well with 
this guard breaks won't do that. It's very nice, but in my opinion, there are
better items to use.

Perfect Guard: If you suck at dodging energy based Blast 2s you should
probably practice more. But you could also use this Z-Item so you can just
guard and the damage will be 0. 

Inescapable Menace: You can teleport out of the way even if you're dizzy. 
Nice huh?

Master's Essence: I'm not absolutely positive on this one, but I believe that
this is a combination of Abandonment Essence and Hit Essence, which makes
sense because you make one when you fuse those two together. It also gives you
a +5 to your ki score. Not bad, eh? If you can get your hands on one it's
better than either of the aforementioned essences. 

Master's Protection: This one's like Perfect Guard, but it also halves dizzy
time and gives you +5 to your defense score. If you can get one, this is
better than Perfect Guard. (Hint: You fuse Perfect Guard and Quick Recover)

Halo: Do yourself a favor and give this to Goku. You make one by fusing 
the fusion items One Who Loves Justice and King Yemma's Stamp. Both of these
can be bought from the beginning of the game at the shop. You can also get a 
Halo from Shenron, but it's not worth a wish when you can make one. This gem
halves the ki cost of your Blast 2's and your Ultimate Blast. On Normal Goku 
this makes charging unnecessary and makes Kaio-ken more worthwhile. Be nice. 
Don't go Super Saiyan 3 and spam Super Explosive Wave on real people. It's a
dick move. Oh, and Goku will actually have a halo in battle if you equip it.

Title Tenkaichi: All abilities +4. Five of these and you'll max out all 
stats. It's kind of boring though...

Master Piece Crane Hermit: Gives a fair size boost to Blast 2 and
Ultimate Blast. If you don't use them much but want to do decent damage, this
might be the way to go.

Puar's Support: Gives a very nice sized boost to Attack and Defense. You could
use it if you only want to dedicate one slot to them both, but Goku deserves
20 in both. You could also give him two and save all that time building up
the Ability Items. It saves time, and they're support so they don't suck up
experience.

Oolong's Support: Same reasons why Puar's Support is good. The exact same
thing but with Ki and Health. I don't like skimping on health though, and 
Goku's charging is fast enough for me.

Chichi's Support: Shouldn't Goku have this anyway? You can teleport dodge when
you're dizzy and you get a boost to your energy. This is a better option than
Inescapable Menace. 

Kiss of #18: Just like Title Tenkaichi, but even better since it gives +1 to
Dragon Homing. 

Micro Band: You can teleport dodge when you're dizzy, and once per battle your
health will go back to 1 if it goes to 0. Slightly better than Inescapable
Menace, but if you got knocked out before, where's 1 HP going to get you?

Eternal Life: Well if Goku's got eternal life... and you equip him with a
Halo... In any case, your life bar slowly regenerates. There are better things
but it's useful.

Shenron's Record: It gives you +15 levels to your Ultimate Blast and it gives
you two more uses for Dragon Homing in a row. Very useful indeed. Even if you
have a form of Goku in which you don't like the Ultimate Blast, you can still
get use out of this item. Plus your Ultimate Blast is only 4 levels away from
max.

Perfect Stance: Guard prevents all damage and you can teleport when you're
dizzy. This one is fantastic, but I still prefer my Halo and Shenron's Record
combination. This is essentially Perfect Guard and Inescapable Menace wrapped
into one item, and is the best of either series. 

------------------------------------------------------------------------------
Goku Specific Strategies
----------------------
I will now list a general strategy for using Goku, then several strategies 
that have to do with Blast Stock use, followed by several situational
strategy.

----------------
General Strategy
----------------
A good general strategy to use for Goku is to be relentless. Goku is a very
well balanced character. You do very well by chaining together combo after
combo and never giving your opponent a chance to rest. This won't give you
a whole lot of time to charge, which is why I recommend a Halo. This will let
you toss in the occasional Blast 2 and still do very well. You shouldn't even
have to wait until your opponent stand up to hit him or her with things such 
as Giant's Throw and Sway Heavy Finish you can seriously abuse your opponent
without allowing a lot of time for them to recover. As for Blast 1's, I 
really recommend using Wild Sense. Saiyan Soul is up to you. I've managed
to easily get by without it, it's more useful to characters such as Raditz
or especially Nappa whose Blast 2 attacks aren't nearly as good as Goku's. 


--------------
Giant Opponent
--------------
Giant's can be intimidating, but Hirudegarn isn't as broken as (he/she?) might 
seem at first. Being Goku, there are two ways that you can handle giants like
Janemba, Hirduegarn, the great apes, and giant Slug. The first one is to 
transform into Super Saiyan 3 like a coward and fight them that way so they'll
actually start feeling your blows. The other way is to actually fight them in
the way that will actually let you beat the movie with Hirduegarn in story
mode when you have to fight Hirdugarn several times in a row with different
characters. First you need to relax. You won't get anywhere otherwise. Now you
need to get somewhat proficient at teleport dodging and sway ins so you won't
get hit halfway across the battlefield nearly as often. Now you need to hit
them with a full power smash attack and follow it up with Dragon Smashes 
and/or your Kamehameha. Remember that while you're preparing a smash attack, 
you can shake the Wiimote to get a nearly instantaneous fully charged smash
attack. I really wish that worked with Kamehameha, but it's enough to beat
any giant you encounter. Trust me on this one, I beat the Giants course in 
Ultimate Battle Z with normal Goku without transforming once. Super Saiyan
Goku is stronger than normal Goku, so you should be fine. 

--------------------------------------
My Opponent is Spamming Rush Blast 2's
--------------------------------------
I hate Videl. I really hate Videl. The best way to counter this is to get
really good at dodging these and prove they don't work on you anymore. Or you
could get really good at moving the joystick in circles and Dragon Dash 
straight on and then launch into an Angry Kamehameha or Meteor Smash. Or 
you could start spamming Meteor Smash since it only costs 1 1/2 ki bars (you 
are using a Halo, right?)

----------------------------------------------
My Opponent is Spamming Blast Volley Blast 2's
----------------------------------------------
You know the ones I'm talking about. Your opponent keeps laying into you with
long series of blasts after long series of blasts that are really really hard 
to dodge! (I'm looking at you Vegeta (Second Form!)!) Best solution that I can
come up with is to take this time to get good at dodging them. The other best 
solution is to stay as close as humanly possible at all times and keep laying 
into them so they don't have a chance. And then you can start crying because 
it's probably Kid Gohan and he probably has a Turtle Stone and a Halo so he 
can do this all day. 

--------------------------------------------
My Opponent is Spamming Super Explosive Wave
--------------------------------------------
Punch him in the face. In real life. No, just kidding. (Sort of) I don't have
a really good solution to this. Stay as far away as you can. If you've got a 
Spirit Bomb, this might be a good time to use it, if you get the chance. You
also might try transforming into Super Saiyan 3, and start spamming it on him.
You are using a Halo, right? Don't worry. You've got the advantage. You've got
Instant Transmission. :) 


THE END!!! :D Hope this helps!