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* Smash hit causes a sliding knockdown. | * Smash hit causes a sliding knockdown. | ||
* Works on any ground wakeup, air tech and DR tech. Doesn't work with grounded hitstun and snapback. | * Works on any ground wakeup, air tech and DR tech. Doesn't work with grounded hitstun and snapback. | ||
Insane tracking, but is super negative on block, cannot call assists, can be anti-air'd on reaction, and can also be safely meatied with lights. So 22S is better to use on the ground if possible. | Insane tracking, but is super negative on block, cannot call assists, can be anti-air'd on reaction, and can also be safely meatied with lights. So {{clr|4|22S}} is better to use on the ground if possible. | ||
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Revision as of 13:21, 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 |
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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 |
Template:AttackDataHeader-DBFZ |
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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) |
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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.