< DBFZ
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| '''Play-style''' || Defensive, Zoning, Counter | | '''Play-style''' || Defensive, Zoning, Counter | ||
|- | |- | ||
| '''Team Role''' || | | '''Team Role''' || Anywhere | ||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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======<font style="visibility:hidden;font-size:0">5L</font>====== | ======<font style="visibility:hidden;font-size:0">5L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5L | |name={{clr|2|5L}} | ||
|image=DBFZ_UIGoku_5L.png |caption= | |image=DBFZ_UIGoku_5L.png |caption= | ||
|image2=DBFZ_UIGoku_5LL.png |caption2= | |image2=DBFZ_UIGoku_5LL.png |caption2= | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Huge range with really good pushback on block, putting Goku out of range of most normals. | * 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). | * {{clr|2|5L}} (blocked) > {{clr|2|2L}} (whiff) is actually 2 frames better than letting {{clr|2|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. | UI Goku doesn't have a 6f button and has to rely on his counters during clashes. | ||
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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. | 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. | ||
5L > 5LL also auto-confirms on air hit due to the high reach of both of these moves. | {{clr|2|5L}} > {{clr|2|5LL}} also auto-confirms on air hit due to the high reach of both of these moves. | ||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Sides switch on hit. | * Sides switch on hit. | ||
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. | * Cancelling into this from a blocked {{clr|2|5LL}} always leaves the opponent in too much blockstun for the throw to work. | ||
Some low-blockstun assists like Trunks A/Base Vegeta A may allow for tick throws, which can be made into a 50/50 if 2M is used instead of 5LLL. Useful in vanish combos sometimes because of it's side-swap properties. | Some low-blockstun assists like Trunks A/Base Vegeta A may allow for tick throws, which can be made into a 50/50 if {{clr|3|2M}} is used instead of {{clr|2|5LLL}}. Useful in vanish combos sometimes because of it's side-swap properties. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name={{clr|3|5M}} | ||
|image=DBFZ_UIGoku_5M.png |caption= | |image=DBFZ_UIGoku_5M.png |caption= | ||
|image2=DBFZ_UIGoku_5M2.png |caption2= | |image2=DBFZ_UIGoku_5M2.png |caption2= | ||
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* Both hits can be jump canceled. | * Both hits can be jump canceled. | ||
* Second hit counts toward scaling mid-combo. | * Second hit counts toward scaling mid-combo. | ||
The second hit kills your combo damage 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 | The second hit kills your combo damage but is great for blockstrings. Forms a basic mixup between {{clr|3|5M}}(2) and {{clr|3|5M}}(1) > {{clr|3|6M}}. Once you can get them to block, then you can start to use 214{{clr|2|L}}/{{clr|3|M}}. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|5|5H}} | ||
|image=DBFZ_UIGoku_5H.png |caption= | |image=DBFZ_UIGoku_5H.png |caption= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Smash hit has good corner carry, launches more upwards than other 5H's like | * Smash hit has good corner carry, launches more upwards than other {{clr|5|5H}}'s like S-Broly's {{clr|5|5H}}. | ||
This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves. | This move is a pretty good in neutral due to it's comparably fast startup to other {{clr|5|5H}} moves. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name={{clr|4|5S}} | ||
|image=DBFZ_UIGoku_5S.png |caption= | |image=DBFZ_UIGoku_5S.png |caption= | ||
|data= | |data= | ||
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* Jails into Vanish. | * 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. | * 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. | Chains from {{clr|3|M}}/{{clr|5|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 {{clr|2|5L}} in the corner. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name={{clr|2|2L}} | ||
|image=DBFZ_UIGoku_2L.png |caption=Blursed normal | |image=DBFZ_UIGoku_2L.png |caption=Blursed normal | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* 2L slides forward a bit, 2LL stays in place. | * {{clr|2|2L}} slides forward a bit, {{clr|2|2LL}} stays in place. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name={{clr|3|2M}} | ||
|image=DBFZ_UIGoku_2M.png |caption= | |image=DBFZ_UIGoku_2M.png |caption= | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|5|2H}} | ||
|image=DBFZ_UIGoku_2H.png |caption=Vans: off the wall | |image=DBFZ_UIGoku_2H.png |caption=Vans: off the wall | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name={{clr|4|2S}} | ||
|image=DBFZ_UIGoku_2S.png |caption="Neutral? What's that?" | |image=DBFZ_UIGoku_2S.png |caption="Neutral? What's that?" | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Wall bounces on hit. Near the corner, can combo into SD. | * 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. | A projectile anti-air that, on block, will force jump-height opponent to the ground and true string into {{clr|4|5S}}, which true strings into Vanish. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name={{clr|3|6M}} | ||
|image=DBFZ_UIGoku_6M.png |caption= | |image=DBFZ_UIGoku_6M.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Universal overhead | * Universal overhead | ||
* Can cancel from the first hit of 5M for an easy high/low mixup, though it isn't true and is reactable. | * Can cancel from the first hit of {{clr|3|5M}} for an easy high/low mixup, though it isn't true and is reactable. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">6H</font>====== | ======<font style="visibility:hidden;font-size:0">6H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6H | |name={{clr|5|6H}} | ||
|input=Secret Sensation | |input=Secret Sensation | ||
|image=DBFZ_UIGoku_6H.png |caption= | |image=DBFZ_UIGoku_6H.png |caption= | ||
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* 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. | * 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. | * 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. | 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 {{clr|2|5L}}/{{clr|2|2L}}/{{clr|2|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. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">6S</font>====== | ======<font style="visibility:hidden;font-size:0">6S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6S | |name={{clr|4|6S}} | ||
|input=Shining Soul | |input=Shining Soul | ||
|image=DBFZ_UIGoku_6S.png |caption="When the world needed him most, he vanished." | |image=DBFZ_UIGoku_6S.png |caption="When the world needed him most, he vanished." | ||
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* The spinning portion are strike attacks with very good pushback on block, launches the opponent on hit. | * The spinning portion are strike attacks with very good pushback on block, launches the opponent on hit. | ||
* Shot Ki Blasts wall splats on hit. | * Shot Ki Blasts wall splats on hit. | ||
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. | 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 {{clr|4|6S}} > SD. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |name={{clr|2|j.L}} | ||
|image=DBFZ_UIGoku_jL.png |caption= | |image=DBFZ_UIGoku_jL.png |caption= | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name={{clr|3|j.M}} | ||
|image=DBFZ_UIGoku_jM.png |caption= | |image=DBFZ_UIGoku_jM.png |caption= | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|5|j.H}} | ||
|image=DBFZ_UIGoku_jH.png |caption= | |image=DBFZ_UIGoku_jH.png |caption= | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|4|j.S}} | ||
|image=DBFZ_UIGoku_jS.png |caption=DISRUPTAH | |image=DBFZ_UIGoku_jS.png |caption=DISRUPTAH | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* 5S but in the air, which allows for a ton of horizontal airspace control. | * {{clr|4|5S}} but in the air, which allows for a ton of horizontal airspace control. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name={{clr|5|j.2H}} | ||
|image=DBFZ_UIGoku_j2H.png |caption= | |image=DBFZ_UIGoku_j2H.png |caption= | ||
|data= | |data= | ||
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* Pushes Goku up and forward. | * Pushes Goku up and forward. | ||
* Smash hit has more hitstun and combos into SD. | * 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. | {{clr|5|j.2H}} > {{clr|2|jc.L}} works even on Smash hit. Smash {{clr|5|j.2H}} > delay SD also allows for a sideswitch even in the corner. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Goes half screen. | * Goes half screen. | ||
* Smash hit wall splats. | * Smash hit wall splats. | ||
In a blockstring, 6S > 236L will whiff, allowing for Reflect bait if used in tandem with 6S > 236M. | In a blockstring, {{clr|4|6S}} > {{clr|2|236L}} will whiff, allowing for Reflect bait if used in tandem with {{clr|4|6S}} > {{clr|3|236M}}. | ||
As a combo ender, DR > 236L > Super will put the opponent back into the corner. | As a combo ender, DR > {{clr|2|236L}} > Super will put the opponent back into the corner. | ||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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* Goes full screen. | * Goes full screen. | ||
* Smash hit wall splats. | * Smash hit wall splats. | ||
If used preemptively, the full invul during active and the gigantic range allow this to beat things like beams... Though if it's really a beam then you can just react with 6H and get a full combo punish instead. | If used preemptively, the full invul during active and the gigantic range allow this to beat things like beams... Though if it's really a beam then you can just react with {{clr|5|6H}} and get a full combo punish instead. | ||
On a midscreen hit, the wall splat is long enough for you to add a 5S before Vanishing. | On a midscreen hit, the wall splat is long enough for you to add a {{clr|4|5S}} before Vanishing. | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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* Goes 80% of the screen. | * Goes 80% of the screen. | ||
* Smash hit wall bounces. | * Smash hit wall bounces. | ||
Plus enough on hit to whiff Sparking activation and still combo with 2M. | Plus enough on hit to whiff Sparking activation and still combo with {{clr|3|2M}}. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Soft knockdown. | * Soft knockdown. | ||
Used for assist extension. The fast startup also allows it to combo from j. | Used for assist extension. The fast startup also allows it to combo from j.{{clr|2|LL}}{{clr|5|2H}} 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. | If you don't have an assist that allows {{clr|2|j.LLL}} > {{clr|2|j.214L}} + Assist, DR due to it being a pop up assist, you can go for j.{{clr|2|LL}}{{clr|5|2H}} > {{clr|2|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. | {{clr|5|2H}}(1) > {{clr|2|j.236L}} is Goku's only gapless blockstring ender, but it's unsafe at -7, so without assists it's better to just do {{clr|5|2H}}(1) > {{clr|4|j.214S}}. | ||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Smash hit causes a sliding knockdown. | * Smash hit causes a sliding knockdown. | ||
j.M > j.236M is Goku's anywhere sliding knockdown at low hitstun decay. Though if possible, it's almost always better to use j.H > j.214L instead. | {{clr|3|j.M}} > {{clr|3|j.236M}} is Goku's anywhere sliding knockdown at low hitstun decay. Though if possible, it's almost always better to use {{clr|5|j.H}} > {{clr|2|j.214L}} instead. | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* 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. | * Goku front flips around before ending with a dash toward the opponent. {{clr|2|L}} flips once, {{clr|3|M}} flips 3 times, {{clr|5|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. | * Pressing {{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}/{{clr|4|S}} will do a corresponding follow-up. While Goku's airborne, {{clr|2|L}}/{{clr|3|M}}/{{clr|4|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. | * All versions can autocorrect every time he touches the ground, but only {{clr|3|M}} and {{clr|5|H}} versions can crossup and steal the corner. | ||
Is invulnerable to all projectiles during flips, including Supers. | Is invulnerable to all projectiles during flips, including Supers. | ||
}} | }} | ||
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* 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. | * 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. | * 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. Smash j.H > j.214L only works at higher up (due to increased falling speed) and is used for easy assist extensions. | At around {{clr|5|2H}} height and up, non-Smash {{clr|5|j.H}} > {{clr|2|j.214L}} is a guaranteed combo into SKD with a lot of corner carry. Smash {{clr|5|j.H}} > {{clr|2|j.214L}} only works at higher up (due to increased falling speed) and is used for easy assist extensions. | ||
While being +3 on block, 7f 5L/2L means it's equal to +2 with most other characters (they can backdash away from midscreen). | While being +3 on block, 7f {{clr|2|5L}}/{{clr|2|2L}} means it's equal to +2 with most other characters (they can backdash away from midscreen). | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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|input=214M (Air OK) or<br/>Unencumbered Mind > M | |input=214M (Air OK) or<br/>Unencumbered Mind > M | ||
|image=DBFZ_UIGoku_Transcendence.png |caption=make them cry for getting hit by a 31f grab | |image=DBFZ_UIGoku_Transcendence.png |caption=make them cry for getting hit by a 31f grab | ||
|image2=DBFZ_UIGoku_Transcendence2.png |caption2= | |image2=DBFZ_UIGoku_Transcendence2.png |caption2="This is gonna '''hurt'''..." | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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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. | 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. | ||
Like 236M, connecting this in midscreen gives Goku enough time to add 5S before Vanishing, or even pick up with certain assists. Using against a corner opponent will most likely attack from behind them, so if it lands Goku will go back to facing the corner for a meterless combo. | Like {{clr|3|236M}}, connecting this in midscreen gives Goku enough time to add {{clr|4|5S}} before Vanishing, or even pick up with certain assists. Using against a corner opponent will most likely attack from behind them, so if it lands Goku will go back to facing the corner for a meterless combo. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Hits directly in front of Goku. | * Hits directly in front of Goku. | ||
* Smash hit causes a crumple state on grounded opponent, wall splats airborne opponent. Non-Smash launches them forward. | * 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 psudeo-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. | Useful for a lot of things. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to {{clr|5|2H}} you out of it. Can be used as a psudeo-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. | ||
10f of landing recovery sounds pretty risky... until you realized that Goku recovers in the air and is free to do literally anything to avoid being punished, say for example, using another 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. | 10f of landing recovery sounds pretty risky... until you realized that Goku recovers in the air and is free to do literally anything to avoid being punished, say for example, using another {{clr|5|j.214H}}. Fun fact: since this move is a hitgrab, despite {{clr|5|j.214H}} version having Head attribute, if it were to trade with a {{clr|5|2H}}, it'll win. | ||
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{{Description|9|text= | {{Description|9|text= | ||
* 236S flips forward, 214S flips backwards. | * {{clr|4|236S}} flips forward, {{clr|4|214S}} flips backwards. | ||
* 214X~S version can cross up, even in the corner. | * 214X~{{clr|4|S}} version can cross up, even in the corner. | ||
* Projectile invulnerability lends this to be a good beam counterpoke. | * Projectile invulnerability lends this to be a good beam counterpoke. | ||
214X~S is safe on block and even safer against Reflect (-3), have fun with an unpunishable beam. | 214X~{{clr|4|S}} is safe on block and even safer against Reflect (-3), have fun with an unpunishable beam. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* An "autocorrect" reversal that stays grounded. Say no more to blocking left-right. | * An "autocorrect" reversal that stays grounded. Say no more to blocking left-right. | ||
As a combo ender, DR > 22S > Lv1 is really good for DHC purposes because of its high damage. | As a combo ender, DR > {{clr|4|22S}} > Lv1 is really good for DHC purposes because of its high damage. | ||
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* Hits all the way to the top of the screen. | * Hits all the way to the top of the screen. | ||
* Huge amount of hitstun, low amount of blockstun. | * 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. | While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. Doing things like {{clr|2|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 {{clr|4|j.S}} > {{clr|3|j.236M}} midscreen as an example. | ||
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|input=236H+S (Air OK) | |input=236H+S (Air OK) | ||
|image=DBFZ_UIGoku_GuidingImpulse.png |caption=Have you seen the man with seven scars? | |image=DBFZ_UIGoku_GuidingImpulse.png |caption=Have you seen the man with seven scars? | ||
|image2=DBFZ_UIGoku_GuidingImpulse2.png |caption2=No matter you're dead because you tried to punish my DP | |image2=DBFZ_UIGoku_GuidingImpulse2.png |caption2=No matter, you're dead because you tried to punish my DP | ||
|data= | |data= | ||
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:* On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping. | :* 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. | :* 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). | Don't think of this as much as a reversal as it is a tool to keep other things safe. Cancelling into this from {{clr|4|22S}} will catch an opponent punishing you with a strike, but it can also be used to catch a panic vanish after a {{clr|5|6H}} that puts you airborne (which will happen a lot). | ||
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Revision as of 13:11, 11 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Goku (Ultra Instinct) | |
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Play-style | Defensive, Zoning, Counter |
Team Role | Anywhere |
Overview
"You don't stand a chance against me." | |
Lore: | Ultra Instinct is the perfected state of battle, where one can fight purely on instinct, a state that all the Gods Of Destruction could not reach after millions of years. Pushed to his limits during the Tournament of Power, Goku tapped into this powerful mental state in order to battle 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 fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone. Ultimately, 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 |
Ultra Instinct
Goku (Ultra Instinct) 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.
Playstyle
UI Goku UI Goku plays an entirely different game to everyone else, instilling fear into his opponents with all of his unique abilities.
Pros
Cons
- Autocombo: 5L has an obscene hitbox and range, and 5LL shares that while also ignoring low-hitting attacks.
- Defense: Difficult to approach and pressure thanks to 22S, 214H, Unrestrained Will, 6H, and his air-OK counter Super that can be used after any of them.
- Powerful Neutral: Multiple defensive options, counters, and zoning bless him to dominate the screen at will. Autocombo can even snatch aerial opponents.
- Solid Pressure: A total of three lows, two of which can stagger. 214X heavily encourages conditioning, and can allow UI Goku to continue pressure.
- Zoning Capabilities: 5S and 2S cover significant parts of the screen from full distance, and also beat superdashes while clashing with other ki blasts.
- Negates Zoning: Godly Display and 6H instantly close the gap, and 6H can win neutral with the proper read.
- Unsafe Blockstrings: No specials true-blockstring from any of his normals, and can only safely end with 5M.
- Resource Hungry: Needs assists or meter to make options safe and maximize tools.
- Super Moves: Lackluster damage off Supers along with virtually no Okizeme, and also leave UI Goku full-screen.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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6H
6H Secret Sensation |
Template:AttackDataHeader-DBFZ |
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6S
6S Shining Soul |
Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Godly Display
Godly Display 236L/M/H |
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Autonomous Fist
Autonomous Fist j.236L/M/H |
Template:AttackDataHeader-DBFZ |
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Unencumbered Mind
Unencumbered Mind 214[L/M/H] |
Template:AttackDataHeader-DBFZ |
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Godly Strike
Godly Strike 214L (Air OK) or Unencumbered Mind > L |
Template:AttackDataHeader-DBFZ |
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Transcendence
Transcendence 214M (Air OK) or Unencumbered Mind > M |
Template:AttackDataHeader-DBFZ |
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Embodied Light
Embodied Light 214H (Air OK) or Unencumbered Mind > H |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha 236S or 214S (Air OK) or Unencumbered Mind > S |
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Rising Heat
Rising Heat 22S |
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Unrestrained Will
Unrestrained Will [L+M] after recovery |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Rising Heat Assist A |
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Assist B
Kamehameha Assist B |
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Assist C
Unrestrained Will Assist C |
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Super Moves
Accelerating Battle Spirit
Accelerating Battle Spirit 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Guiding Impulse
Guiding Impulse 236H+S (Air OK) |
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Silver Dragon Flash
Silver Dragon Flash 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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To edit frame data, edit values in DBFZ/UI Goku/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.