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Goku FAQ

by zenGOSM

Normal 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 Goku Specific Strategies


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

Hi! I hope you're well! This is a guide for using normal Goku in Dragon Ball Z 
Budokai Tenkaichi 2 for the Nintendo's Wii. Take note that this is a guide for 
NORMAL Goku. This guide is neither for any form of Super Saiyan Goku, nor is 
it for Kid Goku. Why would I do such a thing? I did not want to fall into the
 trap of just dismissing regular Goku as a playable character and saying that
 you should just transform. Transforming isn't always necessary, and some 
people haven't unlocked his other forms yet. That and because I've never
 written an FAQ before, and I felt the need to give back to the community. If
 you're looking for a guide on one of those other characters, I'm hoping to 
write FAQs for a few of those too, so it may be coming if it's not already
 there.

------------------------------------------------------------------------------
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
----------------------------------
Give Me Energy (Z + Defend)
		
Cost: 2 Blast Gauges
Effect: Goku creates a Spirit Bomb in the sky by doing nothing but 
concentrating for a few seconds. You cannot perform Goku's Ultimate Blast 
without having performed this technique first. Each use after the initial
 creation of the Spirit Bomb makes the Spirit Bomb bigger and more powerful.  
		
Comments: You should seriously decide whether you're going to use Spirit Bomb
 at the beginning of a fight because it takes time to prepare. This will be
 discussed more under Spirit Bomb. If you get hit in the middle of using Give
 Me Energy, it will still work, unlike most concentration based attacks like
 Power Up to the Very Limit

Good Combos: 
Throw -> Give Me Energy 
Giant Throw -> Give Me Energy
Sonic Impact -> Giant Throw -> Give Me Energy
Kiai Cannon (Full Power) -> Give Me Energy
Smash Attack -> Give Me Energy
Dragon Smash -> Give Me Energy
Vanishing Attack -> Give Me Energy

Defensive Strategy: If your opponent is playing Goku, and you see him
 preparing a Spirit Bomb, the best defense is to be relentless and try to use
 guard breaks on him. The best defense is a good offense in this case. Your
opponent will either not be able to use Give Me Energy to make a huge Spirit
Bomb, leave himself open while using Give Me Energy, and there's also a good
chance that you'll be able to prevent him from reaching max power mode. 

-----------------------------------
Kaio-ken (Z + Defend + Joystick Forward)

Cost: 3 Blast Gauges
Effect: Goku's Ki Bar will be fully recharged (Not MAX POWER bar) and Goku
receives stat bonuses for attack power, ki, speed, and defense. Goku's Ki Bar
will slowly decrease until he runs out of ki, at which time kaio-ken wears 
off. You cannot charge while kaio-ken is activated, but if you use kaio-ken
again before your ki bar is empty it will be fully restored.

Comments: Only use this if you don't plan on transforming, you don't plan on
using Spirit Bomb, and you don't constantly use Blast 2 techniques. Blast 2's
will be more powerful, but they'll run down your ki bar really fast. I 
recommend using rushes and other physical combos that don't use kiwhile you're
using kaio-ken, and I encourage people who mainly use these kinds of attacks 
to use kaio-ken if you have a chance. It's important to note that if you get 
hit while you're trying to activate kaio-ken, you'll fail. So it's a good idea 
knock your opponent far away before you attempt this one.

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

Defensive Strategy: Like I mentioned before, this technique leaves Goku open.
Lay down the smack down. Use ki blasts if you have to. Since your opponent is
using Kaio-ken, they're probably playing as a physical style and more than 
likely won't be as concerned about ki attacks, so Kaio-ken will probably hurt 
for you. Though you should not expect him to not use Blast 2 attacks, 
especially if you manage to consistently throw off his Kaio-ken, giving Goku
ki to spare.
 
-----------------------------------------------------------------------------
4.42 Blast 2 Techniques
-----------------------------------
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. With normal 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 nearly 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 -> Kamehameha (Don't Charge)
Lift Strike -> Kamehameha (Don't Charge)
Throw -> Kamehameha (Don't Charge)
Smash -> Kamehameha (Don't Charge)
Dragon Smash -> Kamehameha (Don't Charge)
Giant Throw -> Kamehameha (Don't Charge)
Sonic Impact -> Giant Throw -> 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. 
----------------------------------------------
Kaio-Ken Attack (Z + B, Wave the Nunchuck twice, the thrust the Wiimote...
Sounds more complicated than it is)

Cost: 3 Ki Bars
Effect: This is Goku's rush Blast 2. Normal Goku can do over 6,000 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:
Kaio-ken Attack -> Sway Heavy -> Heavy Crush
Throw -> Kaio-ken Attack -> Sway Heavy -> Heavy Crush
Giant Throw -> Kaio-ken Attack -> Sway Heavy -> Heavy Crush
Sonic Impact -> Giant Throw -> Kaio-ken Attack -> 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 Kaio-ken Attack. 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 set someone punch
them immediately on approach and knock things off. 
		
-----------------------------------------------------------------------------
5.42 Ultimate Blast
-----------------------------------
Spirit Bomb (Z + B, Curser Out Up and Return)

Cost: Max Power mode (1 Blast Gauge), 5 Ki Bars and 1-3 uses of Give Me Energy 
(6 Blast Gauges)
Effect: Goku hurls a giant ball of energy at his opponent. The size of the
blast depends on how many times you used Give Me Energy. One use will get 
normal Goku around 16,000 damage, two will get you around 26,000 damage, and
three will get you around a whopping 33,000 damage. This attack is homing and
unblockable, but if you don't time it just right your opponent may dodge it 
anyway. Oh, and if it misses or fails to kill your opponent, it will destroy
the planet. Because it's hardcore like that. 
	
Comments: If you're going to use this, you better be moving for it from the 
beginning of the fight because it take a long time to prepare for. I usually
don't rely on this technique because the computer has a nasty tendency to be
really good at blocking it, though you should have a better chance if you 
knock them flying first. On the positive side though, if you do manage to nail
someone with this, you've probably just won. 

Defensive Strategy: The best defense is to prevent them from using it. The 
weak one takes 3 blast gauges and the strongest one takes 7, so you've got 
some time. Stay close to them, try to stop them from using Give Me Energy or
hitting Max Power. If he's at Max Power and suddenly vanishes completely, look
where the spirit bomb is, and run like hell in the other direction. Dragon 
Dash is helpful here. It'll home in on you, but it will eventually dissipate.


------------------------------------------------------------------------------
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.

------------
No Blast 1's
------------
To be completely honest, you can easily win with Goku (and most other 
characters without using any Blast 1's whatsoever. With Goku this would leave
you free to go to Max Power mode whenever you can without having to worry 
about how many Blast Stocks you've got to ready your Spirit Bomb, or how long
you've got until Kaio-ken completely drains your energy. You can also save
them in case you need to transform. I personally don't use this form's Blast 
1's very much at all. 

-----------
Spirit Bomb
-----------
You can also devote all or some of your Blast Stock into preparing for your
Ultimate Blast, the Spirit Bomb. It's best to do this from the beginning of
the fight though, because it can take a while to prepare. Keep in mind that 
Give Me Energy leaves you totally open, so you should probably leave your 
opponent occupied with flying uncontrollably away from you. You don't need
to use Spirit Bomb, and it's usually much easier if you don't. If you see 
yourself potentially having trouble with a fight and you can't transform for
some reason, you might want to use it. If you're going to fight like this, it
would be a good idea to put something into your Ultimate Blast score.

--------
Kaio-ken
--------
It costs 3 Blast Stocks and boosts just about everything. On the downside, 
your ki is now extremely limited and is slowly decreasing. I list this as a
separate strategy because I recommend using it continuously or not at all. 
If you use it continuously, the ki problem is pretty much negated, and 
everything you throw is going to hit harder. If you're going to use Kaio-ken
it would be a good idea to use a Halo to let you use things like Kaio-ken 
Attack without having to worry about it significantly reducing your time, and
you might want to consider boosting your Blast 1 score to allow you to use
Kaio-ken more frequently. Remember, if you use Kaio-ken while it's already
active, it will fully recharge your ki bar making it easier to keep it on all
the time.


--------------
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. 

--------------------------------------
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 Kamehameha or Kaio-ken Attack. Or you could
start spamming Kaio-ken Attack 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! 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!