With many custom elements and huge combo ability, it shouldn't be any surprise that the power level of this Goku is over 9000. Unlike many other Goku characters, this version is not overpowered in the slightest, though some may say different when they challenge its A.I. to a fight.
Goku Z2 is a six-button character with a gameplay inspired by that of the Street Fighter series, as well as many others such as The King of Fighters, Marvel vs. Capcom and certain Dragon Ball video games. It has many mechanics and features as its disposal, with abilities such as Super Jump, Power Charge, Chain Combos, Air Combos, Hyper Combos, EX Specials and a Focus Attack that doubles up as a projectile counter (named Slap Chop). Unlike many other Dragon Ball characters, Goku Z2 cannot fly around the stage, instead making use of multi-directional Air Dashing. Goku Z2 also has a unique Hope System that once activated, causes his Power Charge to fill up the Genkidama meter as opposed to its Power meter.
Goku Z2 was meant to break the negativity towards Dragon Ball characters in M.U.G.E.N, which was caused due to most of them being overpowered, unbalanced, and overly flashy. Due to this, it was grounded with Street Fighter/Marvel vs Capcom basics, but he has huge comboability with its Special Moves, making it easy to use, but difficult to master. While this character was made for fighting game enthusiasts first and Dragon Ball fans second, it still has many Dragon Ball-inspired elements and custom features, though as mentioned prior, its damage output is significantly lower than many other Dragon Ball characters, making the mastery of its combos a necessity.
Goku Z2's custom A.I. is horrifically aggressive, tough and can be quite cheap, spamming projectiles from afar, using its Power Charge when it's safe to do so, and performing lengthy combos; a common combo Goku Z2 performs when at a distance is firing several Ki Blasts and following it up with a Kamehameha, to which it then proceeds to rush up to the opponent and combo them further with close-ranged attacks. Goku Z2 can almost flawlessly block all oncoming attacks, making it near impossible to punish its attacks, or punish it overall, though due to the safeness of its attacks, Goku Z2 can quite easily punish its opponent's attacks. The A.I. will also ruthlessly exploit Goku Z2's Bicycle Kick, as it hits behind the opponent, making it difficult to block or counter.
Stats[]
Life
1000
Power
3000
Attack
100
Defence
100
Movelist[]
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Specials[]
Ki Blast
Command Input
Properties
* Projectile velocity varies with button pressed Can be repeated up to 2 times
Dragon Fist phase 1 – Circle Punch
Command Input
Properties
or
version: * version: *,*, uses 500 Power
Dragon Fist phase 2 – Turn Elbow
Command Input
Properties
during Dragon Fist phase 1 – Circle Punch
*
Dragon Fist phase 3 – Dragon Upper
Command Input
Properties
during Dragon Fist phase 2 – Turn Elbow
Dragon Fist ender – Snap Kick
Command Input
Properties
or during Dragon Fist phase 1 – Circle Punch or Dragon Fist phase 2 – Turn Elbow
version: , , uses 500 Power
Dragon Fist ender - Dragon Kick
Command Input
Properties
or during Dragon Fist phase 3 – Dragon Upper
version: , uses 500 Power
Hurricane Kick
Command Input
Properties
or
during attack to cancel into Dragon Fist ender – Snap Kick upon landing versions: , height and distance vary with button pressed, to cancel into Aerial Strong Kick while at a certain height Ⓐ version: * Ⓑ and Ⓒ versions: * version: *, uses 500 Power
Slash-down Kick
Command Input
Properties
or
version: *, uses 500 Power
Hypers[]
Kamehameha
Command Input
Properties
Ground version: *, [ ] to aim upwards Aerial version: * Uses 1000 Power
Bicycle Kick
Command Input
Properties
Uses 1000 Power
Super Kamehameha
Command Input
Properties
[ ] to charge [ ] to aim upwards Damage and number of hits increase with charge time Automatically activates after 2.5 seconds of charge 0% charge: 100% charge: Uses 2000 Power
Meteor Kick
Command Input
Properties
Uses 2000 Power
'Hopeful' Kaioken
Command Input
Properties
Uses 2000 Power
Final Meteor Kick
Command Input
Properties
Uses 3000 Power
Kaioken
Command Input
Properties
Move has different functionality between game modes Singles: , Simuls: , , [ ] to aim upwards Uses 3000 Power