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Follow the dark path or use the light

Goku FAQ

by DrunkenPiliot72


If you bought a DBZ game chances are you already know who Goku is so I won't
waste any time with a lengthy introduction telling his story from DB to DBGT.
This is a guide to help you get better with Goku, I'll be covering combat
tactics and techniques so if you are looking for a capsule list or an
expanded list of moves that can be found in the command list, look somewhere
else.  If you want an explanation of the battle system, methods of countering
real time ultimates, the charge cancel system explaned, and combos that deal
2000+ damage without stat boosting capsules then you came to the right place.



1/30/09 - Version 1.5 completed.  Fixed typos, added a special move rating
section, and expanded the combo section and frequently asked question

1/7/09 - Version 1 completed.  Fixed typos, added a brief comparison section, 
and expanded the combo section.

12/28/08 - Finished and submitted first draft, will expand combo section 
and add comparison section in future updates.


Simply search the IW number with ctrl+Z to quickly jump to the desired section

SECTION IW00: Z Goku or GT Goku
SECTION IW01: Goku's Advantages
SECTION IW02: Goku's Disadvantages
SECTION IW03: Basic Techniques
SECTION IW04: General Strategy
SECTION IW05: Charge Cancels
SECTION IW06: Goku's Main Strategy
SECTION IW07: Combo Section
SECTION IW08: Goku's Special Move Ratings
SECTION IW09: Frequently Asked Questions
SECTION IW10: Contact Information
SECTION IW11: Special Thanks
SECTOIN IW12: Legal Info



Aside from height, there are no note worthy differences between DBZ Goku and
DBGT Goku.  They have the same melee strings, the same death moves, and the
same ultimate.  GT Goku does get an extra death move and ultimate but loses
a transformation and the SSJ4 Gogeta fusion (which makes no sense but isn't
a big deal) so it rounds out.  While the lose of SSJ4 Gogeta may seem
like a devastating blow to GT Goku, given the nature of fusions in Infinite
World, it really doesn't matter.  Gogeta is a timed fusion and is easily
avoided by even the worst of players so it wasn't a good capsule to have in
the first place.  In any case, neither version of Goku has anything that
makes him better or worse than the other.  With that said, this guide
can work for either Goku but it was written with DBZ Goku in mind.



- Goku's 5 transformations allow him to constantly break the opponent's guard
and raise his base line ki through the match.  Since Goku can transform even
from his starting base line of 3 ki bars, it makes it next to impossible to
defend against him.  Even if Goku gets fatigued and is sent back into his
base form, it just means that the opponent has to deal with even more guard
breaks from a transformation.  Once Goku reaches SSJ4, the match is pretty
much over.

- Goku has an insane rush down game with his <P+K P+K rushing elbow and his
>PKK punch rush.  <P+K is bar none the best slam attack in the game, it
is lightning fast and will go through just about every other melee attack in
the game.  >PKK, while not as good as <P+K, still beats out most of the other
melee attacks in the game.  Between the two, Goku can free rush down the 
majority of the cast.

- Dragon Fist is one of the best physical death moves in the game.  It hits
fast, it hits hard, and can be used as both a combo starter and a combo
ender.  By far the most dangerous attribute of Dragon Fist is that it
can be looped into an infinite giving Goku a nice pyschological edge in

Goku has all the tools he needs to quickly put the opponent away.  His
transformations allow him to get through the opponent's defense, his rushing
elbow gives him a safe way to close in, and his Dragon Fist hits allows him
to hit much harder than any ultimate in the game.  



- ...

Goku simply doesn't have any real weaknesses in Infinite World.  From close
to mid range he is surpassed by only 2 characters in the entire game and
from long range he is unmatched.  The only area where Goku falls short
is when he loses the struggle for his Super Dragon Fist Ultimate but that
is only because he deals pitiful damage compared to other characters when
they lose their ultimate struggles.  In any case, it doesn't make sense
to list low damage from losing an ultimate struggle as a disadvantage.



Since there is no clear explanation of the battle system in the instruction
booklet or even in the game itself, I'll briefly go over all of the basic

Charge Ki (L1)
This is pretty self explanitory, press L1 to charge your ki.

Throw (punch + guard or ki + guard)
Again self explanatory, the punch version of throw is your standard throw
while the ki version has more range but leaves you open to attack afterwards.

Aura Dash (R1)
Aura dash is a quick burst of movement.  Aura dash can move freely to and from
the opponent but it doesn't allow you to ascend or descend.  Aura dash is the
best way to create some distance between you and the opponent but it can also
be used to launch a quick sneak attack or even get behind the opponent.  

Blow Back Attack/Heavy Slam (punch + kick or R2)
Blow back attacks nullify one attack so they will connect even if the opponent
is still attacking.  When blow back attacks are fully charged they become
unblockable and can nullify more attacks.  When done from an aura dash, blow
back attacks turn into heavy slams which leave the opponent stunned for a
prolonged period of time.  Unlike blow back attacks, heavy slams do not
nullify incoming attacks.  One key attribute of heavy slams is that they are
the only attack that allow you to continue a combo from a transformation stun.
This means that for characters with multiple transformations, heavy slams
guarantee as many free combos as they have transformations.

Aura Guard (guard + L1)
Perfect guard blocks all attacks, except for throws, at the expense of ki.
This means that fully charged attacks, ki blasts, death moves, transformation
stuns, and even ultimate attacks will bounce right off of you while in aura
guard but the longer you use it, the more ki it costs.  Best to guard 
normally then quickly tap L1 when you see any of the aforementioned attacks
heading your way to conserve ki. Remember, throws still break through aura
guard so it is by no means invincible.

Pursuing Teleports (L1)
After you knock the opponent away, press L1 to teleport after and attack.
You can do up to 3 pursuit teleports in a row but each one costs 1 ki bar.
Unlike previous games where the opponent would gain back a full ki bar for
each pursuit teleport, in Infinite world they only gain half of a ki bar so
ending a combo with three pursuit teleports isn't as stupid as it use to be.
Pursuing teleports also raise your fatigue so using too many in a match can
max out your fatigue bar meaning that you'll get dizzy very easily.  For the
most part, I would advise against using pursuing teleports unless it will
either fatigue or kill the opponent.

Teleport Counters (forward + guard or back + guard)
Press either forward or back together with guard right before you get hit to
teleport counter.  Pressing forward with guard will result in an aggressive
teleport counter, you will automatically follow up with a blow back attack
after the teleport.  Pressing back with guard will result in a passive
teleport counter, you will just teleport and be free to follow up with what
ever you want.  Since aggressive teleport counters can be teleport countered
back, it is always best to go with a passive teleport counter.  Regardless of
which one you use, teleport counters cost 3 ki bars so use them wisely.

Ki Burn (L2)
Ki burn drains all of you ki at a fixed rate but it gives you hyper armor and
temporary suspends all ki costs.  This means that even if you trigger ki burn
when you only have 2 ki bars, you can perform as many pursuing teleports and
teleport counters as you want even though normally you wouldn't have enough ki
for it.  While in ki burn, you are free to rampage without fear of counter
attack.  While this may sound horrendously broken, it is actually a really
terrible technique.  Ki burn is easily beaten by aura dash, what good is the
mode if you can't catch the opponent.  Since ki burn allows infinite teleport
counters, it's suicide to attack anyone while they have it active.  Just dash
away and when the mode ends, dash back in and pulverize the opponent knowing
that they have no ki to defend with.



*Ki management*

Since everything worthwhile in the game costs ki, managing it can make or
break a battle.  You want to have at least 3 ki bars at all times so you can
teleport counter when needed, never drop below 3 ki bars unless it is an 
emergency.  Since most characters start with a 3 ki bars as their base line,
it is relatively easy to stay at or above 3.  You want to make sure that you
always have more ki than your opponent, if you gain 3 more ki bars than they
do you have a huge advantage since you can teleport counter one more time
than they can.  Ki builds the fastest when you are attacking with melee
strings so stay on the offense to keep your ki reserves high.

If you find your self at the ki disadvantage, you can regain it by either
running away and charging ki (which does not work the vast majority of the
time), or you can trick the opponent into teleporting countering an attack
that they can't hit you from.  This is called baiting a teleport counter,
what you do is use an attack that lunges you forward (Goku's <P+K or >P+K
for example) so if they teleport counter it, they are in no position to
attack you.  For characters that don't have lunging attacks, you will have
to combo cancel a two hit charge attack but I'll cover that in a different
section.  Oh and just as a reminder, Ki Burn is a VERY stupid technique
to use since you are giving the opponent the ki advantage for free.  Even
if the opponent triggers Ki Burn, all you have to do is run away until
it wears off then rush in and kick their ass.

*Fatigue management*

See that little half circle bar under your character's picture, that is the
fatgiue bar.  When that bar maxes out, you will become fatigued at the next
attack reguardless of how weak it is.  Fatigue raises as you get hit but
it also raises when you use teleporting techniques.  This means that if you
teleport too much, even if the opponent is getting hit more, you might risk
raising your fatigue bar faster than theirs which is not a good thing.
The fatigue guage SLOWLY decreases over time, there is nothing else you can
do to lower it.  With that in mind, the only real way to manage your fatigue
is to make sure that the opponent's is raising faster than yours.  Pummel
them senseless, go on the offense, bait teleport counters, and take them out.

Fatigues do reset transformations, and while that sounds pretty bad for you,
it can actually work in your favor.  Transformations guard break when done
at point blank range so even if you get fatigued and are sent back to base
form, at least you have an extra guard break.  For characters like Goku,
Frieza, and Cell who have multiple transformations, fatique actually works
in their favor since thats another 4 or 5 guard breaks the opponent has to
worry about.  Since Heavy Slams can guarantee a combo after a guard break,
a single transformation stun can turn the match around.

*Dealing with Real Time Ultimates*

Real Time Ultimates are hands down the most over rated attacks in the game.
While they are powerful, they are nowhere near as game breaking as people
make them out to be.  Each one is blockable, and thanks to aura dash, they
are easy to dodge even at close range.  Real time ultimates may be scary
the first time you encounter them, but once you see their weaknesses, you
realize that they aren't anything special.  There are only a few Real Time
Ultimates in the game so lets take a closer look at them.

Broly's Gigantic Slam
This is the easiest real time ultimate to get around, it is close range only
and the second attack can miss if the first doesn't connect properly.  This
ultimate isn't too damaging nor does it hit for that much fatigue so even if
you do get caught by this one, it isn't a big deal.  Just aura guard or dash
away if you feel that this one is coming.  In any case, this attack is only
slightly better than Broly's normal death moves.

Goten, Kid Trunks, and Cooler's Rapid Ki Barrage
High damage, massive fatigue build, and harder to dodge due to the number of
hits but each ki blast from this ultimate can be teleport countered.
So unless you have less than 3 ki bars and utterly ignored everything I said
about ki management earlier, this attack should never pose a huge threat.

Piccolo's Special Beam Cannon
Good damage, decent fatigue, and it is the quickest ki blast in the game so
what is it's down fall?  It came at a huge trade off to Piccolo, Piccolo
has NO good combo starters or combo cancels.  This means that Piccolo has
poor ki building and trouble fighting at close range, which is where you
should stay at all times.  This isn't so much a flaw of the Real Time
Ultimate as it is the character, SBC is the only good attack Piccolo has on
him.  Considering that most characters can get over 1000 damage easy off of
a combo cancel, Piccolo's lack of good cancels far offsets any benefits he
gains from having a real time ultimate.  Unless Piccolo ends a combo cancel
in SBC, he isn't going to get any real high numbers for damage.  Even then,
he has to waste 4 ki bars to get in an area of damage that most other
characters can reach in just 2.

Teen Gohan's Super Kamehameha
Scary damage, 100% fatigue, very fast, and only 4 ki bars, this is the ONLY
real time ultimate worth a look at.  Unlike Piccolo, Teen Gohan has amazing
combo cancels and even a physical death move on par with Goku's Dragon Fist
making him an extremely dangerous character to go up against.  So how do
you avoid it?  Well thats it, you just dodge it.  Aura Dash is fast enough to
dodge Super Kamehameha unless it is done at point blank range in which case
you just block it.  Even if Teen Gohan tries to land Super Kamehameha through
a transformation stun, you can aura guard the stun making a follow up Super
Kamehameha pointless.  The only way Teen Gohan can land a guaranteed Super
Kamehameha is if he combos into it and you can teleport counter the strikes
before the Super Kamehameha connects.  Super Kamehameha is just a really
powerful blast, there is nothing really game breaking about it.  If you were
to take Super Kamehameha away from Teen Gohan, he would still be able to
pulverize you and take away well over 2 bars of health in a single combo
since his Soaring Dragon Strike can be looped into an infinite much like
Goku's Dragon Fist can.



Charge cancels are what separates the novices from the experts, once you
know how to charge cancel you will be able to stomp the A.I. senseless without
any stat boosting capsules or recovery items even on Z difficulty.  Charge
cancels can chain together combos that do well over 2 health bars of life,
easily surpassing ultimates in terms of damage and ki costs.  Charge cancels
are the pivot point of which all advance tactics in the Budokai series stem
from, they add tremendous amounts of depth to the fighting engine.  Okay
so how do you charge cancel?  Just charge an attack in a melee string and then
guard.  Only a few attacks can be held down and charged up so be sure to
check through the command list to find them.  When you combo cancel you
return the character to their neutral state which means that they can follow
up with any attack that they want.  Once an attack is charging, it can be
canceled at any point, even at the beginning of the charge so an immediate
follow up is possible when you get fast enough.  This is important for
several reasons.

First, the vast majority of melee strings in the game are unsafe on block
meaning that you are open to attack immediately afterwards.  By canceling
an attack before the combo ends, you remove the recovery time and make it
so that the opponent can no longer punish you.  Take Goku's KKKK for example.
Normally if the opponent blocks Goku's KKKK they can land a free combo once
the final K ends.  By canceling it at the forth K, Goku can block any counter
attack that he would have normally be hit by.  Even a teleport counter at the
third K will be blocked by a cancel at the forth K.  

Second, charge cancels allow you to string multiple melee strings.  When
a charge cancel is used strictly to chain combos together, it is referred
to as a combo cancel.  Aside from damage, combo cancels build ki at a
phenominal rate.  It isn't hard to max out all 7 ki bars from just combo
canceling.  Since blocking adds to the fatigue bar, combo canceling also
ramps up the opponent's fatigue.  Combo cancels are invaluable to ki and
fatigue management.

Finally, combo cancels give you a guaranteed way to connect death moves and
ultimate attacks.  Given the cost of death moves and ultimates, it is too
risky to use them on their own against a skilled opponent unless they happen
to be fatigued at the the time.  With combo cancels, any punch can lead into
any death move or ultimate.  Nothing sucks more than to go for an ultimate
only to have the opponent avoid it and see 5 of your ki bars go down the



*Rush down*

Goku's <P+K P+K is hands down one of the best combo starters in the game.
Only Yamcha and Pikkon have melee strings that have more priority that Goku's
rushing elbow, against everyone else Goku has the advantage.  The elbow is
the fastest melee attack in the game, even if the opponent triggers a death
move and the screen dims when Goku is jumping back, he will zip forward with
the elbow before the opponent's attack comes out.  The only death move that
will catch Goku from his <P+K is Gohan's Ki Blast Cannon (Spirit Shot from
Shin Budokai Another Road).  Make no mistake, that doesn't mean that Goku can
use <P+K to counter attack death moves, it means that the opponent can't use
death moves to counter <P+K.  <P+K P+K can be canceled both at the backwards
jump making for an unpunishble retreat or immediately after the elbow which
can lead into >PKK- and follow into a combo.  <P+K P+K is almost too good,
there is no way to punish it if the move is canceled.  The move has plenty
of mix up and Goku's main method of rushing down the opponent.  Even
if the opponent has a real time ultimate that would normally nail Goku
when he lunges back, just cancel it at the first point and watch as the
opponent wastes their ki.  Afterwards, just rush in and punish them for
being so dumb.

When you close in, Goku's transformation can easily crack the opponent's 
defenes.  A heavy slam allows you to combo off of a transformation stun
which means that Goku's 5 transformations also count as 5 free tickets into
a combo.  A transformation stun is negated by aura guard so don't rush in
thinking that there is nothing the opponent can do.  Catch them when they
don't expect it, just because you have the ki for a transformation doesn't
mean you should. You should always have enough ki for an extra transformation
just in case.  If the opponent is rushing you down and you don't have the
opportunity to break away with <P+K, a transformation could break their
rush down and give you the opening you need to go back on the offense.

*Dragon Fist*

Dragon Fist is where all of Goku's heavy damage comes from.  By canceling
it after the uppercut, Goku can follow up with another combo and link into
another Dragon Fist and repeat the process endlessly.  The damage from
Dragon Fist is virtually unlimited, the move in itself is a gateway into
an infinite.  

PPP<EEEE- [Dragon Fist], PPP<EEEE- [Dragon Fist], PPP<EEEE- [Dragon Fist]...

While the opponent can teleport counter out of it, they do so at the cost of
considerably raising their fatigue bar.  Since Goku has tremendous ki
building, he never has to worry about managing enough ki to use Dragon Fist
repeatively.  Goku has enough combo cancels to max out his ki from a single
combo, it isn't difficult to connect 2 or 3 sets of Dragon Fist cancels and
STILL have the ki advantage.  The best part about Dragon Fist is that it is
very easy to catch the opponent in a fatigue infinite.  If the opponent's
fatigue gauge maxes out during a Dragon Fist combo they won't be able to
teleport counter out of it.  However, as long as they don't hit the ground,
they will never go into their fatigue stance so they are screwed as long
as they are being juggled.  Broken?  Not really considering that anyone with
a physical combo death move can do the same thing.  What sets Goku apart is
that his <P+K P+K- starter gives him an easy and safe combo starter thereby
giving him an easy way to land Dragon Fist.

*What to do when the opponent has the Ki advantage*

Since Goku has a good deal of lunging attacks and good pokes, he has an easy
time fighting when the opponent has the ki advantage.  Both >P+K and <P+K
can't be punished by a teleport counter so if the opponent teleport counters
out of reflex, they'll miss Goku completely and lose 3 ki bars in the
process.  If the opponent doesn't teleport counter, Goku can continue a SHORT
combo to build his ki back up.  If, for some reason, the opponent gets hit
by the attack head on and is sent flying back, just start charging ki.
Because Goku zips around a lot during his combos by default, his style 
doesn't really have to change when the opponent is in a position to teleport
counter him.  Just don't go for any extended combos or any Dragon Fist
loops and you'll be back at the ki advantage in no time.



*Super Quick Guide to Combo Canceling*

All combo cancels are done by holding down punch or kick in a regular combo
string then tapping guard to cancel the animation.  When done fast enough,
the character returns to their neutral state and can immediately start 
another combo string.  Once mastered, the charge on the attack doesn't
show and the full combo looks fluid without any noticeable breaks or pauses.
Side Step canceling can be done by tapping down or up with guard but only 
works with certain combo strings.  The advantage to side step canceling 
is that if done properly, the combo continues from the opponent's back 
where damage is greater.  Since heavy slams also connect from the opponent's
back when done close enough, a side step cancel could simply be replaced by
a point blank heavy slam from a cancel.

*The Golden Rule of Combo Canceling*

NEVER under any circumstances attempt a combo that puts the opponent in ki
advantage.  That means that no combo should EVER go over 2.5 bars worth of ki
gain for the opponent since it leaves you open for a teleport counter (which
can be canceled into a combo).  That also means that no combo should end in 
an attack that can be recovered from quickly leaving endless possibilities 
for a counter attack.  The only time the Golden Rule doesn't apply is if
the opponent is a fatigue infinite that you can continue looping until they


P = Punch
K = Kick
E = Energy Button
HS = Heavy Slam
> = Towards opponent
< = Away from opponent
^ = Up on the D-pad
v = Down on the D-pad
>> = Dash
- = Cancel
* = Stun
~ = Side Step Cancel
' = Fully charge upcoming move

Best Combo Starters:
<P+K P+K-


<P+K P+K-
<EEEE- [Dragon Fist]

All combos performed on the ground without stat boosting capsules against
Syn Shenron.  The only capsules required are death moves, ultimates, and
transformation.  Damage is taken from the lowest transformation required.
Damage values will be higher with stronger transformations.

Beginners Section
No cancel knowledge needed 

1) <P+K P+K>E [Kamehameha]
3 Hits, 429 damage

2) <P*, >PPPPP>E [Kamehameha],L1 L1 L1
10 Hits, 797 damage

3) <K*, >PKK<EEEE>E [Dragon Fist]
9 Hits, 568 damage, Kaioken or higher required

4) >>PPP>E [Kamehameha]
4 Hits, 428 damage

5) >KKK*, v[Transform], HS*, <K*, >PKK>E [Kamehameha]
10 Hits, 770 damage

Intermediate Section 
No quick cancels needed

1) >PKK-, KKKK-, PPP>E [Kamehameha]
11 Hits, 623 damage

2) >PKK-, KKKK-, HS*, <EEEE- [Dragon Fist], PPP>E [Kamehameha]
19 Hits, 1230 damage, 75% fatigue, Kaioken or higher required

3) KKKK-, <K*, >PKK-, <P*, PPP<EEEE>E [Dragon Fist]
18 Hits, 1050 damage, 50% fatigue, Kaioken or higher required

4) >PKK-, VE [Transform], HS*, KKKK-, <P*, PPP<EEEE>E [Dragon Fist]
19 Hits, 1167 damage, 50% fatigue, Kaiokn or higher required

5) KKKK-, >PKK- ^E [Super Spirit Bomb/Super Dragon Fist]
8 Hits, 261 damage *before ultimate* 
2310 Damage (Super Spirit Bomb)
1650 Damage (Super Dragon Fist)

Advanced Section

1) <P+K P+K-, >PKK-, KKKK-, HS, ^E [Super Spirit Bomb/Super Dragon Fist]
10 Hits, 453 damage *before ultimate*
2310 Damage (Super Spirit Bomb)
1650 Damage (Super Dragon Fist)

2) <P+K P+K-, >PKK-, HS*, KKKK-, PPP<EEEE- [Dragon Fist], PPP<EEEE-
[Dragon Fist], PPP<EEEE- [Dragon Fist], etc...
30+ Hits, 1686+ damage, 90%+ fatigue, Kaioken or higher required

3) <P+K P+K-, >PKK-, vE [SSJ], HS, KKKK-, >PKK-, vE [SSJ3], >PKK-,
vE [SSJ4], PP<EEEE- [Dragon Fist], PP<EEEE- [Dragon Fist],
PPP>E [10x Kamehameha]
34 Hits, 2337 damage, 100% fatigue!!!

What really makes this last combo note worthy is that all of Goku's strengths
are put on full display.  From base form, Goku builds enough ki to 
reach SSJ4 then cycles through 2 sets of Dragon Fist juggles and ends in a
painful 10x Kamehameha for full fatigue.  



Kamehameha: 7/10
Thankfully, Goku's signature attack is fairly good this time around.  This
ki blast is fairly reliable and is still a good option in battle in case you
want to save some ki over using Dragon Fist.  

Ki Blast Cannon: 8/10
There aren't many moves in the game that can't be teleport countered and
yet Goku ends up with one right off the bat.  The range leaves something
to be desired but the damage and ki cost are pretty solid.  

Dragon Fist: 10/10 
In all of Dimp's DBZ games there are few moves that are as useful as Dragon
Fist.  It hits hard and fast and it can be comboed into and out of so well
that it is its own infinite.  I've already spent a good deal of this guide
talking about this attack so I'll just leave it here with a 10/10.

10x Kamehameha: 8/10
Great damage and fatigue build but horrible recovery time.  If you miss or
the opponent hits a wall and quickly recovers expect to take a beating.
Still, given that this attack isn't available until SSJ4, chances are the
opponent won't have much life left anyway when you are in a position to use

Spirit Bomb: 7/10
This is one of the better cinematic ultimate in the game.  The starting
uppercut is pretty quick and unblockable and the damage is extremely high
if you win the ultimate struggle.

Super Dragon Fist: 4/10
Definately a downgrade from Spirit Bomb, the damage isn't anything special
if you win the ultimate struggle and down right pitiful if you lose.  Don't
even bother going for this, just save your ki for a few sets of Dragon Fist
loops instead.

Super Kamehameha: 9/10
Low ki cost, good damage, and guaranteed 100% damage every time, Super
Kamehameha is a no brainer for GT Goku.  The only down side is that
this ultimate isn't useable in GT Goku's higher transformations.

Gogeta Fusion: 1/10
Yeah a successful fusion puts Goku in god mode but the time limit runs out
fairly quickly and you are left wide open when the fusion ends.  Any smart
opponent would just aura dash away until you are left defenseless then rush
back in and pound the living daylights out of you.  To make matters worse,
Goku's movelist goes back to his Budokai 3 set meaning that he is slower
and he loses his <P+K rushing elbow.  

SSJ4 Gogeta Fusion: 2/10
Still a pretty terrible capsule to have on you but at least the fusion
result is cooler.  In any case, regardless of which Gogeta it is having
him in Goku's capsule tray is a VERY bad idea.

Vegito Fusion: 6/10
Useable in battle since it is a permanent fusion but it still has a 1/4
failure rate and Goku is still sent back to his Budokai 3 movelist without
any death moves or transformations available to him.  Really bad if it fails,
good if it succeeds, but still not as good as a fusionless Goku.



Q:  Story mode sucks, why can't I play as anyone other than Goku?

A:  You are only limited to Goku the first time through story mode, after
you beat it once everyone else's fights open up.

Q:  How do I unlock Fighter's Road?

A:  Beat story mode once then go to the skill shop and buy the fighter's
road capsule.

Q:  How do I get _____ capsule?

A:  All capsules are unlocked by fully completing story and fighter's road.
This means going back to story mode after you have beaten it with Goku and
completing every map on fighter's road.  Once the capsules are unlocked, you
have to buy them in the shop.  There is really nothing else to it, just play
the game and everything will be unlocked.  There are no difficult special
conditions that have to be met.

Q:  Is there any point to finding all of the Dragon Balls?

A:  No, unlike previous games finding all of the Dragon Balls in Infinite
World doesn't unlock anything special.  The only things you can wish for
are capsules that can be bought normally from the shop.  It is possible
to get 100% completion on the capsule list without using the Dragon Balls.

Q:  The computer keeps kicking my ass even on Very Easy, why is it so unfair?

A:  This time around Dimps set the A.I. so it uses every technique available
in the game, even combo cancels, so the A.I. is much harder than any previous
DBZ title to date.  While it seems overwhelming at first, one thing to keep
in mind is that the A.I. doesn't use anything that you can't use also.
If your attacks and specials bounce off the A.I., it isn't because they are
cheating, it is because they are triggering Aura Guard at the last second.
If the A.I. is teleporting before they have 3 ki bars, it isn't because the
game hates you, it is because they are using capsules that you can also buy
from the shop.  If you see the A.I. do an unreasonably long combo that isn't
listed anywhere in the command list, it is because they are combo canceling.
If you want to beat the A.I., you will have to learn the fighting system, 
don't expect to win by just mashing punch and throwing out Kamehamehas.
Also take advantage of the capsule shop, specifically the fighter's body
capsule, which increases your number of health bars, and sensu beans.  Once
you learn the system and use capsules, the A.I. isn't very hard at all.  

Q:  What is the quickest way to earn zenny?

A:  The fastest way to earn zenny is to purchase the WE GOT POWER! capsule
from the capsule shop and play on Z difficulty.  WE GOT POWER! is a zenny
multiplier and Z difficulty gives more than double the zenny that normal does.
WE GOT POWER! is available early in story mode but you can't unlock the
highest level of it until you clear the first map of fighters road.  Once you
max it out, WE GOT POWER! doubles the amount of zenny you win from fights so
when paired with Z difficulty, you get at least 4x the amount of zenny per
match.  For best results, go to fighters mode and start rampaging.  On
average you'll get 200,000+ zenny per match so you can max out your zenny
in just 4 matches.

Q:  Okay that sounded like a royal pain in the ass, what is the easiest way
to earn zenny?

A:  In the Buu saga in story mode, there is a battle where you have to lose
against Hercule at the world martial arts tournament as Andriod 18.  Just
play that match at Z difficulty (you have to lose anyway) with WE GOT POWER!
equipped for easy zenny.

Q:  I can't win ultimate struggles, what am I doing wrong?

A:  To win ultimate struggles, you have to tap X when the bar at the bottom
is close to full.  You have to do this 3 times and this fills the bar at the
top of the screen.  The point is to have your bar filled more than the
opponent's.  You have a lot of time so don't panic, the bars won't fill
unless you tap X so you can watch them pass by once or twice to get down the
timing.  The speed of the bars is determined by how much fatigue you have so
if you have a maxed out fatigue bar the ultimate guage is going to move
extremely fast.




You can email me at [email protected] if you have any questions or comments
regarding this guide. 



Dimps and Atari - For caring enough to improve the series with each game.

Nnamz, Azuro, Zejitox, philff138, cml64, Brogeta, Goryus, Sjsman, vegeta1,
kekken5, EVIL CAPTIAN AMERICA, SuperShinySonic, superior13, kevinlim123,
1ssj4gogeta1, Dizlord, DS_Aneila and all of the other vets on the Gamefaqs
and Dragonball Competitive message boards who know how to play the game and
contribute to the community.



This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.

Copyright 2008 Josh Orolfo