Kaioken
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- Kaioken has 3 followups with all team members remaining, 5 with two remaining, and 7 if only Goku is left.
- On block or hit, any Kaioken followup can cancel into any other, except itself.
- All followups hit fullscreen and off sliding knockdown. But only a few is fast enough to hit from a solo combo, i.e. 5L, 5S, Kamehameha enders.
- The Kaioken enders can be used at any time but cannot be followed up, as the first hit or even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).
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Staled
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- On hit, using a followup more than once in the string will cause it to be "staled," receiving reduced damage.
- Beside staling, all followups have 15% minimum damage, excluding enders.
This means to maximize damage, Goku will want to cycle through all unique followups to avoid staling.
However, due to all staled moves dealing the same amount of damage, this also means that a string like S L L L... will do more damage, is a lot easier to execute, while still keeping the corner carry ability of S L S L...
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5L
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- First hit if nothing is input.
- Mashing L will alternate between 5L and 2L.
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2L
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- Won't overshoot the opponent.
- Vulnerable to Anti-Airs.
- Due to sharing the same rolling animation as 5M, can be used as some sort of mixup.
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5M
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- Switches sides if the opponent is less than a fullscreen away.
- Invulnerable during startup.
- Mashing M will alternate between 5M and 2M.
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2M
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- Switches sides on block if the opponent is less than a fullscreen away.
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5H
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- Switches sides and wall bounces on hit.
- Very long startup but deals the most damage, albeit not by much.
- Can only be used once per string.
Can be comboed into in the corner with L/M > 5S > 5H. Some characters can also DHC immediately into Kaioken 5H.
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5S
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- Stands still and shoots a Ki blast forward.
- Common starter from sliding knockdowns due to the short startup.
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2S
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- Similar to 5S, but aims diagonally.
- Can only combo into enders.
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Kaioken Finisher L+M
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- Minimum damage is 105, 350.
- Standard Kaioken ender.
- Teleports to the opponent and is fully invincible on startup.
- The second part only come out on hit.
- Can cancel into Kaioken Kamehameha after the first hit by pressing L+M or H+S, but only if team members are down.
- KOing with this triggers a special animation.
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x3 Kaioken Kamehameha H+S when one team member is down
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- Costs 1 bar.
- Minimum damage is 52*15 [52*14].
- [] is when cancelling from Kaioken Finisher.
- Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.
- Because Kaioken is not invincible on startup, this only deals 50% blue life.
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x20 Kaioken Kamehameha H+S when two team members are down
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- Costs 1 bar.
- Minimum damage is 47*20.
- Fires a Kamehameha straight.
- Tracks vertically.
- Deals a hard knockdown regardless of height.
- Because Kaioken is not invincible on startup, this only deals 50% blue life.
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