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 connect after a solo combo, i.e. 5L, 5S, Enders.
- Enders can be used at any time but cannot be followed up, even after all followups have been used (for example, Kaioken Finisher can be used as a fourth hit with a full team).
- On hit, using the same followup more than once will cause it to be "staled," receiving reduced damage (550)
- Minimum damage: 18% for all followups including staled, excluding Kame enders.
This means to maximize damage, you want to cycle through all unique followups.
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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- Startup: Followups are done 3f before time freeze ends. So Kaioken activation > 5L has startup of: 9 - 3 + 13 = 19f.
- Activating Kaioken and not pressing any button will automatically does 5L, but it's 1f slower than manually pressing 5L (20f).
- 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.
- Has invincibility during the roll.
- Mashing M will alternate between 5M and 2M.
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2M
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- On block, switches sides if the opponent is less than a fullscreen away.
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5H
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- On hit, switches sides and wall bounces.
- Very long startup but deals the most damage, albeit not by much.
- Only hit once per string, like other command grabs.
Can be solo combo'd into in the corner. 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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- Teleports to the opponent and is fully invincible on startup.
- The second part only come out on hit.
- Both hit can be canceled into Kaioken Kamehameha by pressing L+M or H+S, but only if team members are down.
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x3 Kaioken Kamehameha H+S when one team member is down
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- Costs 1 bar.
- Minimum damage: 55*15 [55*14].
- Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner. Values in [] are on cinematic.
- Fires an upward Kamehameha, similar to SS Goku's Super Kamehameha aimed up.
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x20 Kaioken Kamehameha H+S when two team members are down
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- Costs 1 bar.
- Minimum damage: 50*20.
- Teleports backward, tracks everywhere on screen, then fires a Kamehameha straight forward.
- Canceling from the first hit of Finisher gives a cinematic version, teleporting out of the corner.
- Causes a hard knockdown regardless of height.
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