|Overview||Combos||Strategy/Counter Strategy||Full Frame Data||Discord|
Goku (Ultra Instinct), often referred to as UI Goku by the community, is a defensive juggernaut with a well-rounded kit full of counters and neutral-dominating 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 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, Son Goku/Sun Wukong 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 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|
|UI Goku is a masterful counter character who completely dominates the neutral game with his array of counters and anti-meta tools.|
- Huge range with really good pushback on block, putting Goku out of range of most normals.
- 5L (blocked) > 2L (whiff) is 2 frames better than letting 5L recover normally, 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 5L 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. This is also an anti-air, so instead of using 2H, you can punish a superdash with this 5L.
- Ground bounces on hit.
- Tracks horizontally for about half screen.
- Fastest startup is 26f if done raw.
- Scales like a medium. Do not get hit by this.
Because of 5LL'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-aired, you're very unlikely to be blown up from this.
5L > 5LL also auto-confirms on air hit due to the high reach of both of these moves.
- Switches sides on hit.
- Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.
In combos, this is mostly used after Vanish, since j.2H > delay SD is much better for his damage. As a mix-up, it can work in tandem with a low-blockstun assist, but 214M is much better in the corner, since it doesn't require any resources to be effective.
If hitstun decay isn't too bad, 214L will combo out of this.
- Both hits can be jump canceled.
- Second hit counts toward scaling mid-combo.
The second hit lowers your combo damage and exacerbates hitstun decay, but is great for blockstrings. Forms a basic mix-up 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 assist just a tad before pressing 5M will auto-time the universal Kid Buu mixup.
- Smash hit has good corner carry. Launches at a higher angle than normal, like S Broly's 5H.
This move is a pretty good in neutral due to its comparably fast startup to other 5H moves.
- 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.
Midscreen, 5S(1) > 236S can be used as combo filler before going into Vanish, but is inconsistent across all body sizes.
- 2L slides forward a bit, 2LL stays in place.
This move singlehandedly gives him mix-ups. 2L has far better frame advantage than 5L, which makes it great to chain into from 5L for stagger pressure. Its hit level is far below 5L, so 5L is better to use when re-establishing pressure.
- Launches on hit.
Unlike other Gokus, this move is mostly combo and blockstring filler. Its bad frame data leads it to being a poor mix-up and stagger.
- 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.
Very hard to punish on block, as Goku moves very frantically and can cancel into specials/supers at any point.
- Jails into Vanish.
- Whiffs on crouching opponents.
- 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.
- Universal overhead
- Can cancel from the first hit of 5M for an easy high/low mix-up, 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.
- 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 resort to blocking regardless of any attack that was countered. Although this means you forfeit neutral if the opponent presses buttons, you can also opt for his multiple invincible options if they do decide to challenge.
- 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 routes like midscreen 6S > SD.
- Beefy hitbox for a jab.
Has an alternate animation if used twice in a string, though this is purely cosmetic.
- Fantastic range.
Big hitbox makes this really good for IAD cross-ups.
- 5LLLLLLL Smash hit can wall bounce.
- j.H 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.
- 5S but in the air, which allows for a ton of horizontal airspace control.
- Whiffs on crouching opponents and a few standing small characters.
- First and last hit combo into Superdash in the corner.
Using this in the air about the same time as a beam assist virtually covers the entire screen with a hitbox.
- 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.
- 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 214H.
- 236L 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.
- 236M 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, since 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.
- 236H goes 80% of the screen.
- Smash hit wall bounces.
Aside from being a frame trap 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.
- 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.
- Causes a 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.
- 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.
- Side switches on the last hit.
- Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce.
- 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.
214L (Air OK) or Unencumbered Mind > L
- 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.
- Scales like a medium, making it a great ToD starter.
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.
214M (Air OK) or Unencumbered Mind > M
- 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. On its own, it is a very reactable command grab with its start-up being 31 frames, but due to the ambiguity of going into either plus-frame/frame trap j.214L or psuedo-reversal j.214H, it becomes a significantly better mix-up tool.
Like 236M, connecting this midscreen gives Goku enough time to add 5S before Vanishing, or even pick up with certain assists. Links into 5L in the corner for an easy 30% with a corner BnB.
214H (Air OK) or Unencumbered Mind > H
- 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.
236S or 214S (Air OK) or Unencumbered Mind > S
- 236S flips forward, 214S flips backwards.
- 214X~S version can cross up, even in the corner.
- Jails into Vanish.
- Obnoxiously large hitbox. Hits behing UI Goku as well.
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. 214H~S is also a nearly invisible cross-up, so have fun with that.
Due to its long active frames and massive hitbox, it will catch held Vanish almost 100% of the time.
- 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.
[L+M] after recovery
- 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 cancelled 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.
- 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.
- 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, but as it stands, this is a worse version of Cell's A assist, being one frame faster but having UI Goku fire it from a more vulnerable position. Unless your team absolutely requires a beam assist and you don't want to change it, use A or C assist.
- 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.
Accelerating Battle Spirit
236L+M (Air OK)
- 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 its long duration is enough for the game to revert back to neutral.
- Minimum Damage: 506 (1256 total).
- Switches sides back.
Shares the low damage characteristic with its parent Super. However, they are both integral in ToDs for squeezing out every bit of damage possible.
236H+S (Air OK)
- 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
214L+M (Air OK) or 214H+S (Air OK)
- Minimum Damage: 1759.
- Charges fullscreen forward. Ground version tracks vertically during startup.
- Switches sides on hit.
+38 on hit and leaves you almost fullscreen, greatly limiting okizeme. Your options are mash autocombo (the grab which will hit your opponent once and then never again), run up meaty/flip mix-up, 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.
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