DBFZ/UI Goku

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Goku (Ultra Instinct)
DBFZ UI Goku Portrait.png
Play-style Defensive, Zoning, Counter
Team Role Any

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
DBFZ UIGoku 5L.png
eSports normal
DBFZ UIGoku 5LL.png
eSports normal
DBFZ UIGoku 5LLL.png
grab normal
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5L
  • 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
  • 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.

5L > 5LL also auto-confirms most of the time due to how high both of these moves hit.

5LLL
  • Sides switch on hit.
  • Cancelling into this from a blocked 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.

5M
5M
DBFZ UIGoku 5M.png
DBFZ UIGoku 5M2.png
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  • Both hits can be jump canceled.
  • 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 214L/M.

5H
5H
DBFZ UIGoku 5H.png
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  • Smash hit has good corner carry, launches more upwards than other 5H's like SBroly's 5H.

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

5S
5S
DBFZ UIGoku 5S.png
a zoner that counters other zoners
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  • Beam properties.
  • 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.

2L
2L
DBFZ UIGoku 2L.png
Blursed normal
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  • 2L slides forward a bit, 2LL stays in place.
2M
2M
DBFZ UIGoku 2M.png
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  • Launches on hit.
2H
2H
DBFZ UIGoku 2H.png
Vans: off the wall
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  • 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.
2S
2S
DBFZ UIGoku 2S.png
"Neutral? What's that?"
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  • Beam properties.
  • Wall bounces on hit.

Near the corner, can combo into SD.

6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead
  • Can cancel from the first hit of 5M for an easy high/low mixup, though it isn't true and is reactable.
6H
6H
Secret Sensation
DBFZ UIGoku 6H.png
DBFZ UIGoku 6H2.png
Chacha real smooth
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Catch
Counter
  • 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
6S
Shining Soul
DBFZ UIGoku 6S.png
"When the world needed him most, he vanished."
DBFZ UIGoku 6S2.png
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  • 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.

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
j.L
DBFZ UIGoku jL.png
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Has an alternate animation if used twice in a string, though this is purely cosmetic.

j.M
j.M
DBFZ UIGoku jM.png
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Really good range and hitbox for IAD crossups.

j.H
j.H
DBFZ UIGoku jH.png
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5LLLLLLL
  • Smash hit can wall bounce.
j.H
  • Smash hit causes a sliding knockdown.
j.S
j.S
DBFZ UIGoku jS.png
DISRUPTAH
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  • 5S but in the air, which allows for a ton of horizontal airspace control.
j.2H
j.2H
DBFZ UIGoku j2H.png
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  • 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

Godly Display
Godly Display
236L/M/H
DBFZ UIGoku GodlyDisplay.png
zoom
DBFZ UIGoku GodlyDisplay2.png
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  • Hitgrab that sides switches on hit or block.
  • No version true strings from any normals except Ki Blasts (which by themselves can't true string).
L
  • 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.

M
  • Goes full screen.
  • 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.

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

H
  • Goes 80% of the screen.
  • Smash hit wall bounces.

Plus enough on hit to whiff Sparking activation and still combo with 2M.

Autonomous Fist
Autonomous Fist
j.236L/M/H
DBFZ UIGoku AutonomousFist.png
oraoraoraoraoraoraoraoraora
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  • 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, as they can be better in anticipation/reaction due to their start-up and active frames.

L
  • Soft knockdown.

Used for 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
  • 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.

H
  • 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
Unencumbered Mind
214[L/M/H]
DBFZ UIGoku UnencumberedMind.png
"Ultra Demon Flip!"
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[L]
[M]
[H]
  • 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.

Is invulnerable to all projectiles during flips, including Supers.

Godly Strike
Godly Strike
214L (Air OK) or
Unencumbered Mind > L
DBFZ UIGoku GodlyStrike.png
the most powerful Woah of all time
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Ground
Air
Unencumbered Mind > L
  • 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. Smash j.H > 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).

Transcendence
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
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Ground
Air
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.

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.

Embodied Light
Embodied Light
214H (Air OK) or
Unencumbered Mind > H
DBFZ UIGoku EmbodiedLight.png
DBFZ UIGoku EmbodiedLight2.png
GRANDPA SAID NO MASHING
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Ground
Air
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 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.

Kamehameha
Kamehameha
236S or 214S (Air OK) or
Unencumbered Mind > S
DBFZ UIGoku Kamehameha.png
the anti-beam beam
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Ground
Air
Unencumbered Mind > S
  • 236S flips forward, 214S flips backwards.
  • 214X~S version can cross up, even in the corner.
  • 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.

Rising Heat
Rising Heat
22S
DBFZ UIGoku RisingHeat.png
DBFZ UIGoku RisingHeat2.png
JAM SESSION
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  • 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.

Unrestrained Will
Unrestrained Will
[L+M] after recovery
DBFZ UIGoku UnrestrainedWill.png
GO1 uses this so it must be good, right?
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  • Homes in on the opponent until frame 20 before punching straight forward. Goku attacks from the direction he was facing after teching.
  • Smash hit causes a sliding knockdown.
  • 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.

Z Assists

Assist A
Rising Heat
Assist A
DBFZ UIGoku RisingHeat.png
DBFZ UIGoku RisingHeat2.png
CAPTAIN CORRIDOR
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  • 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
Kamehameha
Assist B
DBFZ UIGoku Kamehameha.png
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  • 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
Unrestrained Will
Assist C
DBFZ UIGoku UnrestrainedWill.png
The power of trust is a tracking shoulder tackle?
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  • Tracking C Assist.

Outshined by his other assists. Tracking is good to have for a C assist, but it should have been a blockstun C assist like A21's in order to compete with his A assist.

Super Moves

Accelerating Battle Spirit
Accelerating Battle Spirit
236L+M (Air OK)
DBFZ UIGoku AcceleratingBattleSpirit.png
*teleports behind u*
DBFZ UIGoku AcceleratingBattleSpirit2.png
"FALCON..."
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Ground
Air
  • Minimum Damage: 750.
  • Teleports behind the opponent.
  • Startup reduced if the opponent is in any hitstun.
Unpolished Instinct
Hold L/M/H/S on hit
  • Minimum Damage: 506 (1256 total).
  • Switches sides back.
Guiding Impulse
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
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Ground
Air
  • 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
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!"
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Ground
Air
  • Minimum Damage: 1758.
  • Charges full screen forward. Ground version tracks vertically during startup.
  • Switches sides on hit.

+38 on hit and leaves you almost fullscreen, limiting okizeme.

Navigation

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.

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