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    Super Saiyan Goku by zenGOSM

    Version: 1.42 | Updated: 06/12/07 | Printable Version | Search Guide | Bookmark Guide

    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 zengosm@mac.com
    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 
    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 
    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
    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
    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
    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
    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!