DBFZ/UI Goku

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Overview[edit]
Overview

Goku (Ultra Instinct), now on referred to as UI Goku, is a defensive juggernaut with a well-rounded kit full of counters and neutral-dominant tools. Striking fear into an opponent with his defense and conditioning, UI Goku can get in and begin tricky pressure. His defensive options range from Secret Sensation, a full-screen counter that grants Goku a punish if he's hit with most moves, Rising Heat, a ridiculously strong DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion. that covers UI Goku's entire body, Embodied Light, an aerial reversal with little recovery, and lastly Unrestrained Will, an invincible wake-up option exclusive to UI Goku. On offense, UI Goku has excellent wide normals, great projectiles, and mindgames with the Unencumbered Mind flip series.

UI Goku's sheer versatility allows him to be placed just about anywhere on a team. An opponent can frequently find themselves afraid to attack and then helpless to escape pressure. Players with more passive-aggressive or defensive playstyles will flourish with the character, but playing him aggressive like a shotoShort for "Shotokan"A character archetype defined by being similar in some way to Ryu from Street Fighter. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. is perfectly fine.


"You don't stand a chance against me."
Lore:Pushed to his limits during the Tournament of Power, Goku tapped into the powerful mental state of Ultra Instinct in order to compete against and even overpower the titanic foe, Jiren. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. With his mind and body separated, he became agile enough to swiftly evade incoming attacks while fighting purely depending on instinct alone. The form would short out before Goku could knock Jiren off the stage, but ultimately, he won the confrontation and had done enough damage to Jiren so that he and the rest of the Universe 7 team could win the tournament.
Voice:Japanese: Masako Nozawa. English: Sean Schemmel
Playstyle
DBFZ UI Goku Icon.png UI Goku is a masterful counter character who completely dominates the neutral game with his array of counters and anti-meta tools.
Pros Cons
  • Autocombo: 5L has an obscene hitbox and range, 5LL shares that while also ignoring low-hitting attacks, and 5LLL can be a potent tick-throw mix-up with 2M.
  • Defense: Difficult to approach, zone out and pressure thanks to Unrestrained Will, 22S, 214H, 6H, and an air-OK counter Super that can be used after any of them.
  • Powerful Neutral: Multiple defensive options, wide-ranging buttons, and zoning with high priority ki blasts bless him to dominate the screen at will.
  • Damage: Easy assist extensions with an aerial Godly Strike in tandem with his multitude of combo tools lead to high damage and simple TODs.
  • Tricky Pressure: A total of three lows, two of which can stagger. 214X heavily encourages conditioning, and may allow UI Goku to continue pressure.
  • Blockstrings: Cannot true-string into safe blockstring enders solo outside of 5M.
  • Mix-up: Without assists, Goku's mix-up is linear and requires layering.
  • Resource Hungry: Needs resources to make options safe and maximize moveset.
  • Super Moves: Lackluster damage off all his Supers with virtually no okizeme.
Ultra Instinct
UI Goku is invulnerable to Ki Blasts while walking forward, starting from frame 4. This is indicated by a short bubble on a successful dodge, similar to 2H against Head attribute attacks. Since it's a walk, Goku can stop and block at any moment, or "cancel" it into other moves. This invulnerability goes away the moment he switches to a different action.

Normal Moves[edit]

5L[edit]
5L
DBFZ UIGoku 5L.png
DBFZ UIGoku 5LL.png
DBFZ UIGoku 5LLL.png
eSports normals
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 7 6 19 -9 -
  • Huge range with really good pushback on block, putting Goku out of range of most normals.
  • 5L (blocked) > 2L (whiff) is actually 2 frames better than letting 5L recovers all the way (being -7 instead of -9).

UI Goku doesn't have a 6f button and has to rely on his counters during clashes.

The range on this is not to be understated, most of the cast can't punish UI Goku if he staggers with this despite its frame data due to the pushback. The ones that can punish can still be beaten with spacing. The hitbox is massive, which will lead to this move beating out a lot more than it really should.

5LL 700 All - 14 4 17 -5 4-17 Low
  • Ground bounces on hit.
  • Tracks horizontally for about half screen.
  • Fastest startup is 26f if done raw.

Because of it's slow speed and low crush, a delayed 5LL can be used as a fake Dragon Rush once the opponent is conditioned to look for a gap after 5L. This move is amazing and it just catches people because of all its weird properties. Though it can be anti-air'd, you'll very unlikely be blown up from this.

5L > 5LL also auto-confirms on air hit due to the high reach of both of these moves.

5LLL 300, 800 Throw U3+ 11 1 20 - -
  • Sides switch on hit.
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.

Well timed assists can allow for this to become a tick throw, which can be made into a fatal 50/50 guess between this and 2M (take the throw). Can be useful in vanish combos sometimes because it side-switches, and also as a cheeky grab set-up after his level 3 knockdown by whiffing the autocombo up to until this move.

5M[edit]
5M
DBFZ UIGoku 5M.png
DBFZ UIGoku 5M2.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700, 400 All, Low - 10 5(10)4 17 -5 -
  • Both hits can be jump canceled.
  • Second hit counts toward scaling mid-combo.

The second hit exacerbates your combo damage and hitstun decay, but is great for blockstrings. Forms a basic mixup between 5M(2) and 5M(1) > 6M. Once you can get them to block, then you can start to use 214L/M.

Synergizes extremely well with Kid Buu, as calling Kid Buu A just a tad before pressing 5M will autotime the universal Kid Buu mixup.

5H[edit]
5H
DBFZ UIGoku 5H.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 / 300,700 All U1 15 4 26 -13 -
  • Smash hit has good corner carry, launches more upwards than other 5H's like S-Broly's 5H.

This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves.

5S[edit]
5S
DBFZ UIGoku 5S.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600, 100*3 All - 21 5 26 -5 -
  • Jails into Vanish.
  • On hit, automatically shoots 3 extra blasts and causes a wall splat. Goku can only cancel the first or the last hit.

Chains from M/H normals will have a 6-frame gap, but the wallsplat makes it a trade in your favor. Off of said trade, you can connect a 5L in the corner.

At midscreen, 5S(1) > 236S can be used as combo filler before going into Vanish, but is inconsistent across all body sizes.

2L[edit]
2L
DBFZ UIGoku 2L.png
Blursed normal
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 Low - 7 3 13 -4 -
  • 2L slides forward a bit, 2LL stays in place.

This move single-handedly gives him mix-ups. 2L has far better frame advantage than 5L, which makes it great to chain into from 5L for stagger pressure. It's hit level is far below 5L, so 5L is better to use when re-establishing pressure.

2M[edit]
2M
DBFZ UIGoku 2M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 Low - 13 4 19 -7 -
  • Launches on hit.

Unlike other Gokus, this move is mostly combo and blockstring filler. It's bad framedata leads it to being a poor mixup and stagger.

2H[edit]
2H
DBFZ UIGoku 2H.png
Vans: off the wall
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400*2 / 400,850 All U1+ 13 4(16)2 21 -16 4-16 Head
  • Smash on the second hit if both hits connect.
  • Second hit always whiffs on crouchers.
  • Non-Smash can still combo into SD in the corner.

Quite hard to punish on block, as Goku moves very frantically and can cancel into specials/supers at any point.

2S[edit]
2S
DBFZ UIGoku 2S.png
"Neutral? What's that?"
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 All - 21 5 30 -9 -
  • Jails into Vanish.
  • Whiffs on crouching opponent.
  • Wall bounces on hit. Near the corner, can combo into SD.

A projectile anti-air that, on block, will force jump-height opponent to the ground and true string into 5S, which true strings into Vanish.

6M[edit]
6M
DBFZ UIGoku 6M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 High - 24 6 4+6L ±0 -
  • Universal overhead
  • Can cancel from the first hit of 5M for an easy high/low mixup, though it isn't true and is reactable.

Even though UI Goku does not have a 6-frame 5L, he can still challenge after 6M with 22S meterlessly and 214H with meter. 214H is generally preferred due to how much safer it is than 22S.

6H[edit]
6H
Secret Sensation
DBFZ UIGoku 6H.png
DBFZ UIGoku 6H2.png
Chacha real smooth
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Catch - - - - - Total 56 - 4-33 Non-throw, non-Super
Counter - - - - - Total 4+9
[Total 4+4]
- 1-15 All
[1-10 All]
  • Command dodge for everything but throws and Supers.
  • On successful activation, Goku will slide behind the opponent allowing for immediate followups. If the opponent is grounded during the super freeze, he'll stay grounded, and if they're airborne, he'll also become airborne.
  • Air counter recovers faster than ground counter. Counters have 2f of lingering full invul after recovery if you choose to stand still.

Advantage is dependent on what is countered and the distance from it. For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. In general, anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L. UI Goku can also always defer to block regardless of any attack that was countered. Although this can mean you forfeit neutral if the opponent presses buttons, you can also opt for his multiple invincible options if they do decide to challenge.

6S[edit]
6S
Shining Soul
DBFZ UIGoku 6S.png
"When the world needed him most, he vanished."
DBFZ UIGoku 6S2.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
200*2, 750*2 All - 12 8,13(14)X Total 83 -13 4-49 Ki Blasts
  • On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out.
  • The spinning portion are strike attacks with very good pushback on block, launches the opponent on hit.
  • Shot Ki Blasts wall splats on hit.
  • Good hitstun.

Mostly used in corner combos. Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like midscreen 6S > SD.

j.L[edit]
j.L
DBFZ UIGoku jL.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 High - 6 3 12 - -
  • Beefy hitbox for a jab.

Has an alternate animation if used twice in a string, though this is purely cosmetic.

j.M[edit]
j.M
DBFZ UIGoku jM.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 High - 11 4 18 - -
  • Fantastic range

Big hitbox makes this really good for IAD cross-ups.

j.H[edit]
j.H
DBFZ UIGoku jH.png
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5LLLLLLL 850 / 1000 High D3+ 13 4 16 - -
  • Smash hit can wall bounce.
j.H 850 / 1000 High D1+ 13 4 16 - -
  • Smash hit causes a sliding knockdown.

As a midscreen combo ender, there's next to no reason to use this over j.236M as it gives better positioning for oki, slightly more meter and (most of the time) more damage. Although j.H is 2F faster and will connect at higher hitstun decay when j.236M can't.

j.S[edit]
j.S
DBFZ UIGoku jS.png
DISRUPTAH
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600, 100*3 All - 18 5 32+10L - -
  • 5S but in the air, which allows for a ton of horizontal airspace control.
  • Whiffs on crouching opponent and a few standing small characters.

Using this in the air about the same time as a beam assist virtually covers the entire screen with a hitbox.

j.2H[edit]
j.2H
DBFZ UIGoku j2H.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 13 4 24 - -
  • Pushes Goku up and forward.
  • Smash hit has more hitstun and combos into SD.

j.2H > jc.L works even on Smash hit. Smash j.2H > delay SD also allows for a sideswitch even in the corner.

Special Moves[edit]

Godly Display[edit]
Godly Display
236L/M/H
DBFZ UIGoku GodlyDisplay.png
DBFZ UIGoku GodlyDisplay2.png
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Hitgrab that sides switches on hit or block.
  • Cannot true string into from any normal.

All versions are handy to use as frametraps during blockstrings, and if blocked, can be further covered by Embodied Light.

L 1064 All U1+ 16 2 16 -2 16-19 All
  • Goes half screen.
  • Smash hit wall splats.

In a blockstring, 6S > 236L will whiff, allowing for Reflect bait if used in tandem with 6S > 236M.

As a combo ender, DR > 236L > Super will put the opponent back into the corner if you really want the corner, otherwise DR > 22S > Super is better in almost every way.

Can also be used as a whiffed command dash in a similar vein to 236H in certain near-corner combos.

M 1280 All U1+ 28 1 21 -2 28-35 All
  • Goes full screen.
  • Smash hit wall splats.

If used preemptively, the full invul during active frames and the gigantic range allow this to beat things like beams, although the superior beam punish on reaction is 6H, as you can get a full unscaled combo instead.

On a midscreen hit, the wall splat is long enough for you to add a 5S before Vanishing.

H 1496 All U1+ 16 1 17 -2 16-19 All
  • Goes 80% of the screen.
  • Smash hit wall bounces.

Aside from being a frametrap like the rest of its versions, this can be used as a combo extender. Using this after 5H mid-screen whiffs, but acts instead as a command dash that allows you to continue comboing, most likely into 5L. Plus enough on hit to whiff Sparking activation and still combo with 2M.

Autonomous Fist[edit]
Autonomous Fist
j.236L/M/H
DBFZ UIGoku AutonomousFist.png
oraoraoraoraoraoraoraoraora
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
  • Halts all momentum and moves slightly forward.
  • If any of the hits landed, will automatically followup with a few extra hits.
  • All hits can be cancelled. Smash on the last hit only.

All versions can be used to challenge superdash better than regular normals can on anticipation/reaction because of their active frames.

L 820 All - 11 3*7 15(+10L) - -
  • Soft knockdown.
  • Used for low hitstun decay assist extension.

The fast startup also allows it to combo from j.LL2H with autocombo boost.

If you don't have an assist that allows j.LLL > j.214L + Assist DR due to it being a pop up assist, you can go for j.LL2H > j.236L + Assist DR instead and it'll deal the same damage.

2H(1) > j.236L is Goku's only gapless blockstring ender, but it's unsafe at -7, so without assists it's better to just do 2H(1) > j.214S.

M 980 All D1 15 3*7 15(+10L) - -
  • Smash hit causes a sliding knockdown.

Used for midscreen oki since it leaves UI right next to the opponent and gives tons of time to decide pressure, or for when you can't get non-Smash j.H > j.214L ender like from DR starter or if UI is too close to the ground.

H 1540 All D1 11 3*7 15(+10L) - -
  • Sides switches on the last hit.
  • Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce.
Unencumbered Mind[edit]
Unencumbered Mind
214[L/M/H]
DBFZ UIGoku UnencumberedMind.png
"Ultra Demon Flip!"
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
[L] - - - - - Total 59 - 4-52 Projectiles
[M] - - - - - Total 99 - 4-92 Projectiles
[H] - - - - - Total 93 - 4-18 All, 19-86 Projectiles
  • Goku front flips around before ending with a dash toward the opponent. L flips once, M flips 3 times, H disappears for a bit before flipping twice.
  • Pressing L/M/H/S will do a corresponding follow-up. While Goku's airborne, L/M/S followups will be "queued" until he's on the ground again.
  • All versions can autocorrect every time he touches the ground, but only M and H versions can crossup and steal the corner.
  • L version has a collision box preventing it from going over the opponent.

Is invulnerable to all projectiles during flips, including Supers.

Godly Strike[edit]
Godly Strike
214L (Air OK) or
Unencumbered Mind > L
DBFZ UIGoku GodlyStrike.png
the most powerful Woah of all time
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1000 All D1 31 5 23(+3L) +3 4-19 Projectiles
Air 1000 All D1 28 [21~34] 5 23(+3L) +3 -
Unencumbered Mind > L 1000 All D1 19 5 23(+3L) +3 -
  • Jails into Vanish.
  • Doesn't overshoot the opponent.
  • Ground version can autocorrect during startup, air version can't.
  • Air version teleports to the ground. When the opponent is in untech time, it will also have reduced startup, better tracking, and will wait till they are in range before attacking.
  • Smash hit causes a sliding knockdown.

At around 2H height and up, non-Smash j.H > j.214L is a guaranteed combo into SKD with a lot of corner carry and also the best combo ender damage and meter wise. Smash j.H > j.214L only works higher up (due to increased falling speed) and is used for easy assist extensions.

While being +3 frames on block, 7f 5L/2L means it's equal to +2 frames with most other characters (they can backdash away from midscreen). When blocked in the air close to the ground, it becomes a ridiculous +9 frames.

214H~L is about 3 frames faster during startup and also has the benefit of UI Goku becoming invisible, adding a layer of visual noise.

Transcendence[edit]
Transcendence
214M (Air OK) or
Unencumbered Mind > M
DBFZ UIGoku Transcendence.png
make them cry for getting hit by a 31f grab
DBFZ UIGoku Transcendence2.png
"This is gonna hurt..."
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1200 Throw U2+ 31 1 31 - 4-25 Projectiles
Air 1200 Throw U2+ Until L+9 1 31 - -
Unencumbered Mind > M 1200 Throw U2+ 27 1 31 - -
  • Autocorrects if he overshoots the opponent.
  • Air version teleports to the ground.
  • Smash hit switches sides, wall splats.
  • Cannot hit airborne opponents, not even mid-combo.
  • Can combo without meter in the corner.

This is your prime conditioning tool. Once you make them block, use this to make them antsy again so you can frametrap them to death. Alone it is a very reactable command grab with start-up being at 31 frames, but due to the ambiguity of going into either plus-frame/frametrap j.214L or psuedo-reversal j.214H, it becomes a significantly better mix-up tool.

Like 236M, connecting this in midscreen gives Goku enough time to add 5S before Vanishing, or even pick up with certain assists. At the corner, can link into 5L for an easy 30% with a corner BnB.

Embodied Light[edit]
Embodied Light
214H (Air OK) or
Unencumbered Mind > H
DBFZ UIGoku EmbodiedLight.png
DBFZ UIGoku EmbodiedLight2.png
GRANDPA SAID NO MASHING
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1200 All U1+ 18 3 29+10L -5 4-20 All
Air 1200 All U1+ 9 3 41+10L - 4-11 All
Unencumbered Mind > H 1200 All U1+ 10 [8] 3 29+10L -5 1-12 [1-10] All
  • Hits directly in front of Goku.
  • Smash hit causes a crumple state on grounded opponent, wall splats airborne opponent. Non-Smash launches them forward.

Useful for a lot of things. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to 2H you out of it. Can be used as a pseudo-Vanish of sorts during blockstrings due to it costing less meter and having a bigger reward on hit, being able to escape gaps that are larger than 4F. It also hits further than the particle effect suggests, and can catch backdash from a blocked Vanish.

10f of landing recovery sounds pretty risky... until you realize Goku recovers in the air and is free to do literally anything to avoid being punished, say for example, 214H into j.214H. Fun fact: since this move is a hitgrab, despite j.214H version having Head attribute, if it were to trade with a 2H, it'll win.

Kamehameha[edit]
Kamehameha
236S or 214S (Air OK) or
Unencumbered Mind > S
DBFZ UIGoku Kamehameha.png
the anti-beam beam
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 262*5 All - 26 - - -18 -
Air 262*5 All - 26 - - - -
Unencumbered Mind > S 262*5 All - 24 - - -5 1-48 Projectiles
  • 236S flips forward, 214S flips backwards.
  • 214X~S version can cross up, even in the corner.
  • Jails into Vanish.

214X~S is safe on block and even safer against Reflect (-3), have fun with an unpunishable beam. Projectile invulnerability also lends this to be a good beam counterpoke.

Rising Heat[edit]
Rising Heat
22S
DBFZ UIGoku RisingHeat.png
DBFZ UIGoku RisingHeat2.png
JAM SESSION
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400, 1400 All - 16 14, X Total 77 -31 1-29 All
  • Stays grounded and shoots a projectile straight up.
  • "Immune" to cross-ups as it hits both sides and doesn't require forward/backward input.

Its high damage, cross-up immunity, and high hitstun makes this an amazing reversal. Go-to move before popping Spark and/or as an alternative for 236L after Dragon Rushes at the end of corner combos.

Unrestrained Will[edit]
Unrestrained Will
[L+M] after recovery
DBFZ UIGoku UnrestrainedWill.png
There is no oki, die.
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1000 All D1 25 5 50(+15L) -20 1-25 All
  • Tracks the opponent until frame 20 before punching forward. Attacks from the direction he was facing after teching.
  • Smash hit causes a sliding knockdown.
  • Works on any ground wake-up, air tech and DR tech. Doesn't work with grounded hitstun and snapback.

Like any other DP, this is super negative on block and UI cannot call assists to make it safe. It can also be anti-air'd or safely meatied with certain 2L, you can find a list of moves that can low profile on his Strategy page.

With that said, having 2 different DPs and an air OK parry Super makes UI extremely annoying to deal with on knockdown. As an example, a blocked Unrestrained Will can be canceled into parry Super, beam Super into a safe DHC, or Sparking. He also can get away with doing nothing due to the sheer amount of options the opponent has to look out for.

Z Assists[edit]

Assist A[edit]
Rising Heat
Assist A
DBFZ UIGoku RisingHeat.png
DBFZ UIGoku RisingHeat2.png
CAPTAIN CORRIDOR
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400, 600 All - 26 - - +25 -
  • Like 22S, this also hits all the way to the top of the screen.
  • Huge amount of hitstun, low amount of blockstun.

While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. Doing things like L Rebellion Spear with Bardock on block is difficult due to where UI Goku teleports in, but the hitstun and height of the hitbox helps characters that struggle to get sliding knockdowns. With proper timing, Trunks can connect j.S > j.236M midscreen as an example.

Assist B[edit]
Kamehameha
Assist B
DBFZ UIGoku Kamehameha.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
200*5 All - 41 - - +30 -
  • Goes fullscreen.
  • Launches at a very combo-friendly angle.
  • Slower than the average beam assist, comparable to Cell's.

This would've been good if it had the Unencumbered Mind version's projectile invulnerability. Assist A is better in a lot of ways however, leaving this beam assist feeling somewhat underwhelming due to how slow it is for what feels like not that much reward both on block and on hit. There's much better beams in the game, but if you absolutely 100% need a beam assist and do not want to change your team, this is an alright option.

Assist C[edit]
Unrestrained Will
Assist C
DBFZ UIGoku UnrestrainedWill.png
The power of trust is a tracking superman punch?
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800, 400 All - 51 [21] - - +25 -
  • Invulnerable(!) tracking C Assist.
  • Horizontal trajectory can make it whiff after a down smash, so experiment with different combo enders.

Same insane tracking as the Special version, followed by a knockdown. Essentially SSB Goku's C Assist, but trades 10 frames of blockstun for DP properties. This gives it poor blockstun for a C Assist (average otherwise) but also considerable strength in neutral, plowing through everything to catch the opponent anywhere on screen.

Super Moves[edit]

Accelerating Battle Spirit[edit]
Accelerating Battle Spirit
236L+M (Air OK)
DBFZ UIGoku AcceleratingBattleSpirit.png
*teleports behind u*
DBFZ UIGoku AcceleratingBattleSpirit2.png
the last thing you see before you die
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 250*10 All UDV 19+4 [6+4] - - -44 19- All
Air 250*10 All UDV 19+4 [6+4] - - -46 -
  • Minimum Damage: 750.
  • Teleports behind the opponent.
  • Startup reduced if the opponent is in any hitstun.

Relatively low damage in comparison to the cast.

Can also be used as a desperate tag into another character by DHCing when blocked, as it's long duration is enough for the game to revert back to neutral.

Unpolished Instinct
Hold L/M/H/S on hit
809 All UDV - - - - -
  • Minimum Damage: 506 (1256 total).
  • Switches sides back.

Shares the low damage characteristic with its parent Super, Accelerating Battle Spirit, however they both become integral during TODs in squeezing out every bit of damage possible.

Guiding Impulse[edit]
Guiding Impulse
236H+S (Air OK)
DBFZ UIGoku GuidingImpulse.png
Have you seen the man with seven scars?
DBFZ UIGoku GuidingImpulse2.png
No matter, you're dead because you tried to punish my DP
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 2659 Throw - - - Total 70 - 1-45 Non-throw, non-Super
Air 2659 Throw - - - Until L - 1-45 Non-throw, non-Super
  • Parry super similar to Cooler's Lv3:
  • On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping.
  • On parrying projectiles or assists, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching, allowing them to act or even punish him.

Don't think of this as much as a reversal as it is a tool to keep other things safe. Cancelling into this from 22S will catch an opponent punishing you with a strike, but it can also be used to catch a panic vanish after a 6H that puts you airborne (which will happen a lot).

Silver Dragon Flash[edit]
Silver Dragon Flash
214L+M or 214H+S (Air OK)
DBFZ UIGoku SilverDragonFlash.png
"Anyone who hurts my friends..."
DBFZ UIGoku SilverDragonFlash2.png
"IS GONNA PAY!"
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 4359 All UDV 9+3 - - -25 1-15 All
Air 4359 All UDV 9+3 - Until L - 1-15 All
  • Minimum Damage: 1759.
  • Charges full screen forward. Ground version tracks vertically during startup.
  • Switches sides on hit.

+38 on hit and leaves you almost fullscreen, limiting okizeme. Your options are mash autocombo (the grab which will hit your opponent once and then never again), run up meaty/flip mixup, or dash jump j.M safejump. Dash jump j.M is by far the best option but the timing is very strict. It's reccomended to hold L during the super animation and use the dash macro to make the timing easier.

External References[edit]

Navigation[edit]


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