SSJ Goku's only weakness would have to be the lack of a good normal anti-air which really isn't that big of a weakness considering he has A Dragon Punch which is an amazing anti-air in it of itself. It is greatly advised that you save up for justice mode when playing SSJ Goku. This gives SSJ Goku scary combo potential even being able to do a few Touch of death combos provided he has enough emo meter for it. SSJ Goku also has access to three different kinds of teleport attacks when in Justice Mode each of which can cause a ground bounce state. In this mode, Goku can now use teleport cancels which use's emotion meter instead of regular meter and can now do more the one teleport cancel when extending combos. SSJ Goku also has, perhaps, the best Emotion Mode in the game Justice mode. However, teleport cancels do use meter, meaning one should not try to repeatedly use it, and SSJ Goku can only teleport cancel once on hit. ![]() Teleport cancels can be used for ambiguous mixups, staggers, or extent combos on hit. Goku can cancel the majority of his normals and specials with teleports, which makes his attacks +8 and up on block. Of interesting note, it released approximately 9 months after the release of Dragon Ball Z Ultimate Battle 22 on the PlayStation. It released in Europe in 1997, but never received a North American release. However, his most dangerous tool would have to be his teleport. For those not in the know, Dragon Ball Z Hyper Dimension is a Super Famicom / SNES game that was originally released on Main Japan. ![]() SSJ Goku has tools that can be used for nearly every situation.
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