Dragon Ball Z:Budokai 3 Kid Goku Character Guide Version History Version 1.00-Completed guide Version 1.01-Fixed some typos, added missing strings his combo strings which were missing, updated legend to strings, and fixed the credits. Introduction Hello and welcome to the Kid Goku Guide. This guide will explain how to use Kid Goku effectively, list some combos for him, and give some capsule setups. This guide's propose to teach those that want to get good with Kid Goku, and passed a begginer's level and try to use him at higher skill levels. I will not explain how to Combo Cancel or Cancel Sidestep seeing as they have their own guides. Bio Kid Goku came from Planet Vegeta. He is a Saiyan. His mission is to destory earth, but after he crashed on earth, an old man named Gohan took in Goku and took care of him. Now Kid Goku is a powerful warrior, but only fights for good. Pros and Cons Pros Great Reach Jaiken Fist is very versatile Great Capsule Setups Two Infinites Can control the distance between the opponent and him He's the fastest small character at punching and dashing Very Combo risistance Cons Some of his starters are a bit slow He's a offensive character with no transformation Low Base Line Ki Now Kid Goku's got some great pros but some of his cons hurt him pretty bad. such as his PKK- is one for Kid Goku Combo Resistance-Able to resist combos that work on other characters. Making some characters hard to do combos on. Startegies for using Kid Goku Okay as stated before Kid Goku has great range so the basic idea is for you to use it. Use his

P and P+K to keep your opponent away from and give you some breathing room.

PKK in almost every way. Also try not to let the opponent get too close as this destories Kid Goku's range advantage, but at the same time don't let the opponent get too far away as to not be in range for a combo starter. Kid Goku has great reach with his starters and therefore can control the distance in which the match is played. Also try to use his PKK-. And when fighting a defensive character if they know about the slowness of

KPPPE KKEEE >PPPPKPPPE Intermediate/Pratice-Includes Cancels >PKK-, KKKK-, KKEEE PPPPKPPPE PKK-, >PPPPPPPPKKEEE PKK-, KKKK-, PPPPE PPPKEEE PPPPKPPPE KKP*, >PPPPKPPPE >PKK~, PPKKP*, >PPPPPKK-, KKKK-, PPPPPPPPPPPPPKK-, KKKK-, PPPPPPPPPPPPPPPKE PPPPPPPPPPPPPPPPPPPPPKK-, PPPPPPPPPKK~, PPKKP*, >PPPPKPPPE KKKK~, PPKKP*, >PKK-, KKEEE Master-Requires timing and patience >PKK~, PPKKP*, KKKK-, PPPPPPPKEEE >PKK~, PPKKP*, KKKK-, PPPPPPPKE >PKK~, PPKKP*, KPPPPPPPPKKEEE Combo Strings Here the Strings for Kid Goku so you make your own combos. Legend p - punch attack P - chargeable punch attack k - kick attack K - chargeable kick attack g - guard G - chargeable guard e - energy attack E - chargeable energy attack -note- Chargeable attacks are optionally and/or situationally charged depending on what you would like to do. > - forward < - back >> - dash + - at same time * - stun ^ - juggle - - cancel ~ - sidestep cancel ! - guard break !! - unblockable () - nullifies * - guard break that causes stun CH - counter hit AR - Air Recover. Opponent can Air Recover after the string. GR - Ground Recover. Opponent can Ground Recover after string. NR - No Recover. Opponent can’t recover at all after the string. NRR - No Recover, Rolling. Opponent can’t recover at all after the string and is sent rolling away along the floor. NRS - No Recover, Sliding. Opponent can’t recover at all after the string and is sent sliding away along the floor. -note- A * placed next to recovery notations, for example *NRR or *NRS means that the string can become non-recoverable with a delay of the last hit. -note- * Stun attacks create a stun on the opponent which leaves them temporarily stunned and unable to attack, block, or move. Opponent cannot teleport if they have enough ki. Also an opponent that is stunned cannot be thrown. -note- ^ Juggle attacks knock and/or keep your opponent in the air for follow up attacks. Opponent cannot attack, block, or move. Your opponent may teleport if they have enough ki. Exceptions being Hercule, Videl, and Uub. -note- - Cancels are performed by pressing the guard button while charging an attack. Cancels can be used to create stun and juggle opportunities. Cancels also are used to recover quickly from attacks. -note- ! Guard Break attacks create a guard break on a blocking opponent. This allows you to attack an opponent who cannot attack, block, or move. Opponent cannot teleport. -note- () Nullifying attacks nullify your opponents attack. You are invincible to one attack from your opponent. You can, however, be thrown or hit with ki blasts or blast-type deathmoves. Also note that two nullifying attacks activate Burst Zone. Dragon Rush 1 - Kick to opponents stomach then a kick to the opponents back. Dragon Rush 2 - Single Ki blast thrown at opponent. Dragon Rush 3 - Rain of Ki blast down upon opponent. Dragon Rush 4 - Series of one finger ki blast. Dragon Rush 5 - Two handed, one finger ki blast, unique to Third Form Frieza. Starter reach points are determined by how many Piccolo steps away the attack can hit from. One Piccolo step equals 10 points and half a step is 5 points. This gives you an idea of how far away you can land certain starters. The more points, the longer the reach. Starter speed was found by having two starters that trade hits, trade, then input the starter command while both character's are in hit stun. When they leave hit stun, they attack at the same time and whichever starter hits first is faster. Then starters were compared to other starters from other characters to determine it's placement and speed by comparison. The lower number means a faster starter. P reach:20 speed:4 -=-=-=-=-=-=- pp*pPe [Kamehameha] 5 hits! 489 dmg. NR pp*pPp 5 hits! 146 dmg. pp*p(>P) 4 hits! 147 dmg. NRR pp*k 4 hits! 157 dmg. NR -note- pp* is an infinite, 523 dmg. p>pPk 4 hits! 228 dmg. AR -note- k changes in the air, 4 hits! 207 dmg. pk 2 hits! 95 dmg. AR >P reach:20 speed:9 -=-=-=-=-=-=- >pppPE! [Rock-Scissors-Paper] 5 hits! 266 dmg. >pppPp 5 hits! 171 dmg. GR >pppP(>P) 5 hits! 196 dmg. NRR >pppPpppPpppppppppkE!E!!E!! [Rock-Scissors-Paper] 7 hits! 569 dmg. >pppkk 5 hits! 213 dmg. GR >pppk>k 5 hits! 224 dmg. AR >pk(K-) 4 hits! 156 dmg. NR

P 2 hits! 118 dmg. NRS K) *2 hits! 102 dmg. NR k*kE!E!!E!! [Rock-Scissors-Paper] 7 hits! 597 dmg. kk>k*kK 5 hits! 261 dmg. AR kk>k*>k 5 hits! 261 dmg. GR kkk 2 hits! 100 dmg. GR kK reach:15 speed:5 -=-=-=-=-=-=- >k*kkkk 5 hits! 248 dmg. GR >k*kk>kk 6 hits! 284 dmg. AR >k*kk*kP*kk 6 hits! 321 dmg GR >k*pPPe [Kamehameha] 5 hits! 563 dmg. NR >k*pPPK 5 hits! 257 dmg. AR k 2 hits! 117 dmg. AR (e [Kamehameha] 375 dmg. NR -note- Consumes 1 ki E!E!!) (E!>E!!), damage may vary e 50 dmg. Simultaneous -=-=-=-=-=-=- P+K! 83 dmg. NRR (>P+K) 74 dmg. NRR K+G 79 dmg. AR p+g 2 hits! 200 dmg. NRS Dashing -=-=-=-=-=-=- >>p! 56 dmg. NRS -note- >>p! changes in the air, 60 dmg. >>k! 60 dmg. AR -note- >>k! changes in the air, 69 dmg. >>p+k! 56 dmg. GR -note- Doesn't guard break in the air >>e! 2 hits! 183 dmg. GR *NR *NRS -note- >>e! changes in the air, 93 dmg. -note- damage and hits may vary, depends on distance from opponent Ultimates -=-=-=-=-=-=- P+K+G+E!! [Super Dragon Fist] 1500 dmg. -note- Consumes 4 ki Dragon Rush -=-=-=-=-=-=- Dragon Rush 2 15 hits! 730 dmg. Use these strings to make your own combos and to work mind games on the opponent. Quoting from df's #18 faq your playing as a character not a combo so just don't learn one combo and ride with it, you'll lose that way. Good players make their own combos right the moment he/she starts a combo, also based on the opponents Ki gauge. So if your opponent has 1.7 Ki and a base of 3 Ki you'll want to use something short. While if they have only 0.5 you want to use something longer and more powerful. Though the strategy will change if your opponent has capsules like Turtle Shell, Concentration, Meditation, or Yakon equipped. Jaiken Fist Variations Kid Goku's Jaiken Fist unlike many deathmoves can be used to start combos. Jaiken Fist hits three times. The possibilites for Jaiken Fist are Rock, Paper, and Scissors. Rock makes Goku quikly punch the enemy, Scissors makes him juggle the opponent, and Paper makes Goku powerfully slap the enemy after a Scissor Juggle. Notice how unlike other Level Death Moves, Jaiken Fist instead of the usual three and it only cost 1 Ki. Still, his >PPPPE only can be perform one Rock so you can't start combos from it. It's kind of useless. Here's the variations and their rating. Before a Juggle E>E-9.5/10, stronger than default, will not combo in the air, 392+ damage EE-0/10, will not combo within itself unless performed after a juggle, during the lag time opponent can transform. E>E-0/10, will not combo EE-4.5/10, weaker than default, if your lucky you can pull off a P off after doing this. E>E-9/10, often gets behind the opponent, easy to combo after EE-10/10, almost always gets behind the opponent, a bit difficult to combo after