Choose the exact character entry
The original roster separates eras and forms. Goku (Early) and Goku (Mid) are not the same entry, and transforming can change a fighter’s attacks. The following starter cards describe original-roster base selections. They are practice suggestions rather than a tier list, exhaustive roster or guarantee about a Brazilian mod.
Use the pause menu’s Skill List to confirm the current move names and costs. All keyboard recipes assume the original battle layout and default port bindings. For the ultimate column, enter MAX POWER before using 7 + ↓ + I.
Goku (Early): learn beam versus rush
| Slot | Technique | What to practice |
|---|---|---|
7 + I |
Kamehameha | Aim a beam at a stationary target, then a moving one |
7 + ↑ + I |
Kaioken Attack | Compare a direct rush with the beam’s targeting |
7 + ↓ + I in MAX POWER |
Spirit Bomb | Create a safe launch window for the ultimate |
Start here if you want a familiar set of attacks and the standard charging routine. First learn which action is selected; then practice a short melee exchange followed by a reset and a special. Do not hold a beam charge indefinitely while an enemy is free to approach. Goku (Early) has no Super Saiyan transformation in the original roster; Kaioken is a skill, not a substitute character-selection menu.
Goku (Mid), base form: compare another Goku
| Slot | Technique | What to practice |
|---|---|---|
7 + I |
Kamehameha | Recheck timing rather than assuming identical behavior |
7 + ↑ + I |
Meteor Combination | Use the rush when the target is reachable |
7 + ↓ + I in MAX POWER |
Spirit Bomb | Verify the base-form ultimate before transforming |
This is a useful second selection because the shared character name does not imply the same rush move. Change to Super Saiyan only after you know the base form, then reopen Skill List: the named specials and ultimate change. Training goal: recognize the selected form without relying only on the orange outfit.
Vegeta (Scouter): practice a rushing finisher
| Slot | Technique | What to practice |
|---|---|---|
7 + I |
Galick Gun | Line up a clear beam opportunity |
7 + ↑ + I |
Final Galick Cannon | Judge the distance at which a rush connects |
7 + ↓ + I in MAX POWER |
Dirty Fireworks | Use an ultimate that must reach the target |
Do not treat the ultimate as another beam fired safely from any range. Practice facing and distance before adding an elaborate setup. This is the scouter-era fighter; another Vegeta entry has another move list and transformation path. His giant-form rules add another layer, so learn the base form first.
Ultimate Gohan: study rush-chain branches
| Slot | Technique | What to practice |
|---|---|---|
7 + I |
Super Kamehameha | Separate a beam opportunity from a melee scramble |
7 + ↑ + I |
Super Explosive Wave | Learn the limited reach of an area attack |
7 + ↓ + I in MAX POWER |
Burst Rush | Test a rushing ultimate at an appropriate distance |
Use him to practice the character-specific finisher examples: one, two, three and four J taps followed by I lead to different rush branches in the original layout. Ultimate Gohan does not have another transformation to unlock here. His short-range area move is a good reminder that pressing a correct recipe does not guarantee a distant target will be hit.
Build a reliable card for another fighter
Record the exact era and form, the two Blast 2 slots, the ultimate, each resource cost and a useful starting distance. Add one short rush branch and the available transformations. Test each action alone before combining it with another attack.
For a fan edition, start this process again. A familiar model or translated name does not prove original inputs, costs or properties. Avoid copying numbers from a different installment such as Budokai 3, Tenkaichi 2 or Sparking! ZERO. Use the original examples as a learning method and the selected edition’s move list as the immediate reference.