SUPER SAIYAN - SON GOKU

A Super Saiyan turned Son Goku. The difference between Normal Goku is that the EX moves from the Kai-oh-ken mode and Meteor Smash
are now used freely, but Kamehameha can no longer be rapidly repeated. And also has a new Teleport move and a Teleport-Kamehameha.
A SSJ2 mode suggested by Ironmugen is also in consideration, but since I am both lazy and not enough good ideas, it is being postponed . . .

SSJ Goku's trademark, the teleportation. Unlike the HS-dodge,
the vulnerability is only at the beginning and the end of the move.

The famous "Teleport-Kamehameha" from the battle against Cell.
Although, it may be a little difficult to use effectively in combos . . .

 

SSJ awakened by negative energy of "anger" Kaiohken&Genkidama
can not be used. Thus finishes the DR with a Cho-Kamehameha.

When turning SSJ, the Ki energy also turns from blue to yellow.
 Despite the loss of Kaiohken, use of the EX moves are unlimited.

 

[DOWNLOAD]

  
Get DOS Patch from HERE
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Special Moves
Kamehameha (can in air) ↘ { WP or HP  iuse 100 spiritj
Ryu-Geki-Ken  ↘ { WP or HP @
Abise-Geri ↙ { WK or HK @
Slashdown Kick (during jump) ↙ { WK or HK @
Meteor Smash (can in air) (during Kai-Oh-Ken) ↙ { HP @
Teleportation { WK or HK iuse 50 spiritj

Special Techniques

Energy Charge  HP{HK (hold down) @
High-Speed Dodge WP{WK or WP{WK (vulnerable to throws)
Zanzou-Ken (counter) (during stand/crouch guard) WP{WK iLv1 Hyperj

Super Moves

Teleport-Kamehameha (can in air) ↙ { Ho iLv1 Hyperj
Cho-Kamehameha (can in air) ↘ ↘ { HP iLv1 Hyperj
Dragon Rush ↙ { HK iLv2 Hyperj
Ryu-Ken ↘ ↘ { HK iLv3 Hyperj

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BONUS

[BGM]

From Ultimate Battle 22 & Shin Butoden
"Genkai Super Saiyajin 3"

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Majita for the character sprites,
Warusaki & Sumi for the supermove effect,
and Ironmugen for the original CCI Goku + special KO code.
Murder License Wakamoto for the custom A.I.

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