< DBFZ
Goku (Ultra Instinct) | |
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Play-style | ??? |
Team Role | ??? |
Overview
Lore: | Pushed to his limits during the Tournament of Power, Goku tapped into this powerful mental state in order to battle Jiren, a technique of such strength that not even a God of Destruction could rival it: Ultra Instinct. 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, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone. |
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 or Videl's spotdodge. 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. Seems to have some effect on the options the opponent has out of a Ki Blast, shown here.
Playstyle
UI Goku UI Goku has incredible neutral but requires solid conditioning for his mixups to be effective. With tools for almost every situation, UI Goku requires good game sense and an ability to read his opponent to be utilized to his fullest potential.
Pros
Cons
- High damaging combos without spending resources.
- EX options are all useful. Air 236H sideswitches, 214H punishes 2H attempts and can be cancelled into from 214L and 214M, and grounded 236H is a high damaging starter.
- Has great ki blast options. 5S has a fast startup, j.S is even faster, and his beam covers a good angle, better than Cell's
- Has multiple reversal tools, his 6H, which is frame 1, his 236 M+H, which can counter assists, and his DP.
- Has multiple tools to nullify zoning. Simply walking forward ignores ki blasts,6H can counter beams and other high-commitment ki blasts, and his 214X flips are projectile immune, including to enemy supers if timed correctly.
- Can skip neutral entirely. 236M crosses the entire screen and 6H is invincible to everything but grabs and supers.
- Supers have bad oki. His level 3 in particular has the worst oki in the entire game, always leaving him fullscreen away from his opponent.
- Supers also have pretty bad damage.
- Mixups require conditioning. 214X mixups can be good, especially if he has the meter to cancel into 214H, but loses to DP's and reversals.
- Has extremely limited overhead options, reducing the effectiveness of his three lows. A whiffed 2H and 214H can be cancelled into an IAD overhead but neither option can go 50/50 high-low even with assists.
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 |
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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 |
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Unencumbered Mind
Unencumbered Mind 214[L/M/H] |
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Godly Strike
Godly Strike 214L (Air OK) or Unencumbered Mind > L |
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Transcendence
Transcendence 214M (Air OK) or Unencumbered Mind > M |
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Embodied Light
Embodied Light 214H (Air OK) or Unencumbered Mind > H |
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Kamehameha
Kamehameha 236S or 214S (Air OK) |
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Rising Heat
Rising Heat 22S |
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Unrestrained Will
Unrestrained Will [L+M] after recovery |
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Z Assists
Rising Heat
Rising Heat Assist A |
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Assist B
Kamehameha Assist B |
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Unrestrained Will
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) |
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To edit frame data, edit values in DBFZ/UI Goku/Data. Be sure to update both the
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