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Goku (Ultra Instinct), referred to as UI Goku by the community, is an easy-to-pick-up character that uses his quirky moveset to disrespect his opponents and condition them into striking back when they shouldn't. His neutral game is fairly straightforward with great effective range and the ability to ignore zoning, and once he gets in, his pressure is simple but strong and unique due to the extra options Unencumbered MindDBFZ UIGoku UnencumberedMind.pngGuardStartupRecoveryTotal 59Advantage- gives him.

The most notable thing about him is his defensive capabilities. UI Goku has one of the safest frame 4 reversals in the gameDBFZ UIGoku EmbodiedLight.pngGuardAllStartup18Recovery29+10LAdvantage-5, severalDBFZ UIGoku RisingHeat.pngGuardAllStartup12RecoveryTotal 77Advantage-31 waysDBFZ UIGoku GuidingImpulse.pngGuardThrowStartupRecoveryTotal 70Advantage- to invalidate safejumps and left/right mixups, brutal calloutsDBFZ UIGoku 6H.pngGuardStartupRecoveryTotal 56Advantage- to careless projectile spam, and even a unique tech option that punishes opponents for simply dropping combos. UI Goku is the kind of character that will capitalize on his opponents' mistakes and bad habits in the most annoying fashion possible, and he will do it while providing solid support to his team too, through his amazing B assistDBFZ UIGoku Kamehameha.pngGuardAllStartup35RecoveryAdvantage+30 and his Level 2 DHC.

Unfortunately, these days, UI Goku finds himself outclassed by a good portion of the cast on practically everything mentioned above. His neutral is very committal, his pressure is easier to deal with than most, his reward is comparatively very low, and his Level 3 gives virtually no oki. To rub salt on the wound, he's not even the best defensive character. All these factors render him Ultra Extinct at higher levels of play.

Rest assured, however, that UI Goku is NOT a lost cause. Even if they're not quite the best, he still very much has the tools to compete with the cast, featuring a little bit of everything, so if you are dedicated to the character, he will absolutely get you results.

Play UI Goku if you enjoy being an underdog that likes to rely on unpredictable patterns to win and revels in hype moments.

UI Goku
DBFZ UI Goku Portrait.png
Unique Movement Options
Forward walk
Unencumbered Mind
Fastest Attacks

UI Goku is a masterful counter character who completely dominates the neutral game with his array of counters and anti-meta tools.

  • Infamous Autocombo: 5LDBFZ UIGoku 5L.pngGuardAllStartup7Recovery19Advantage-9 and 5LLDBFZ UIGoku 5LL.pngGuardAllStartup14Recovery17Advantage-5 are enormous buttons with distinct properties that make for a particularly annoying autocombo.
  • Great Defense: Difficult to approach and pressure thanks to a plethora of defensive options, such as Embodied LightDBFZ UIGoku EmbodiedLight.pngGuardAllStartup18Recovery29+10LAdvantage-5 and an air-OK counter SuperDBFZ UIGoku GuidingImpulse.pngGuardThrowStartupRecoveryTotal 70Advantage-, among others.
  • Powerful Neutral: Huge buttons and long-range pokes like 5SDBFZ UIGoku 5S.pngGuardAllStartup21Recovery26Advantage-5 bless him to dominate the screen at will. Should the opponent overcommit, tools like 6HDBFZ UIGoku 6H.pngGuardStartupRecoveryTotal 56Advantage- will make them regret it.
  • Consistent damage: Notably easy execution for his combos and assist extensions, even optimal ones.
  • Tricky Pressure: Lots of ways to make opponents block forever or punish them should they get impatient, such as the Unencumbered MindDBFZ UIGoku UnencumberedMind.pngGuardStartupRecoveryTotal 59Advantage- series and the ability to space himself out considerably with 5L.
  • Inconsistent gameplan: UI Goku's gameplan is very reliant on his player's ability to correctly analyze their opponent. One must be very careful not to overextend with him.
  • Needs mindfulness: His options in neutral are often high-commitment as they have a lot of startup or recovery on whiff, notably 5SDBFZ UIGoku 5S.pngGuardAllStartup21Recovery26Advantage-5 and 2SDBFZ UIGoku 2S.pngGuardAllStartup21Recovery30Advantage-9.
  • Mix-up: Without assists, Goku's mix-up is linear, which makes it difficult to open up patient opponents with competent defense.
  • Risk management: His defensive tools (minus 214H) are extremely punishable on block or whiff, and require constant adaption to avoid being punished on them.
  • Resource Hungry: Needs resources to maximize moveset. His damage, while still serviceable, is also below average without them.
  • Super Moves: All of his Supers allow for virtually no oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., and his level 1 deals low damage without the extension.

Unique Mechanics

Ki Blasts Invulnerable Walk

UI Goku is invulnerable to Ki Blasts while walking forward, starting on frame 4. Successfully passing through a Ki Blast will be indicated by a blue bubble, similar to 2HDBFZ UIGoku 2H.pngGuardAllStartup13Recovery21Advantage-16 against Head attribute attacks. Since it's a walk, he 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.

While seemingly insignificant, this ability proves to be useful in a few specific matchups. For example: one of Kid Buu's main mixup tool is crossup IAD j.S
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. Instead of reacting and blocking with the correct direction, Goku can continue to block same side by holding 4, which becomes 6 when he's crossed up, and will walk through the Ki Blast. He then can punish Kid Buu's landing recovery.

Normal Moves


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
5L 400 All 7 6 19 -9
5LL 700 All 14 4 17 -5 4-17 Low
5LLL 300, 800 Throw U3+ 11 1 20
  • Huge range with really good pushback on block, putting Goku out of range of most normals.
  • Having this button reflected leaves UI Goku too far away to meaningfully continue pressure.
  • If this button whiffs, there is little point in continuing to mash autocombo with UI, as they are too far away.

UI Goku doesn't have a 6f button and has to rely on his counters when he's 0 on block, like after a blocked 6M. When he's +1, though, he's fine despite 5L being 7f, because it has enough hitstun to combo into itself on trade.

The massive hitbox and range on 5L is not to be understated, making it your best poke at closer ranges and what you will usually start blockstrings with. It will beat out a lot more than it really should; it's so big you can use this move as an anti-air and punish Superdash with it.

However, in pressure, it would be best practice to alternate between this and 2L since they serve different purposes in pressure and this makes it harder for opponents to adapt. This move creates great spacing, making it fantastic for conditioning opponents to respect you, which then lets you get away with murder.

  • Ground bounces on hit.
  • Tracks horizontally for about half screen.
  • Low and throw crush from frame 4.
  • Has Head property(!). After a reflected 5L, use 2H to beat 5LL.

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.

Godly StrikeDBFZ UIGoku GodlyStrike.pngGuardAllStartup31Recovery23(+3L)Advantage+3 will almost always combo out of this, except in very long combos. Useful at medium hitstun decay as a combo into Level 3.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700, 400 All, Low 10 5(10)4 17 -5
  • Both hits can be jump canceled.
  • Second hit counts toward scaling mid-combo.
  • 5L is generally a better poke in neutral and should be used instead of this

The second hit always comes out on its own unless cancelled on hit or block, making it way too dangerous to poke with. In combos, adding the second hit is not recommended due to its low damage, but it's great for blockstrings since it's a late low that's also safe on block, letting you use it as a stagger point or your safe ender. 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.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 300,700 All U1 15 4 26 -13
  • Smash hit has good corner carry. Launches at a higher angle than normal, like S Broly's 5H.

Mostly combo and blockstring filler. It's unusual launch angle is actually great for UI Goku, as 5H > 236H (whiff) gives a link back into 5L. It also has fixed pushback, which can help set up an ambiguous 214L/M in a blockstring. Even though the move is -13, it's near impossible to punish with a light button due to the aforementioned pushback. Be careful as most mediums will hit you. 5H moves pretty far forward which helps its use as an antireflect tool along with 5M(1).


Damage Guard Smash Startup Active Recovery On-Block Invuln
600, 100×3 All 21 5 26 -5
  • 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.

Fantastic as a far neutral tool as it travels across the screen instantly, but comes with a few drawbacks: namely, its slow startup and high recovery. While it beats Superdash, it will clash with Ki Blasts and straight-up lose to beam priority moves.

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. In the corner, the first and last hits will combo into Superdash. 5H 5S(1) 236S SD... is also a common and very consistent extension in the corner. Letting all four hits rock in a combo destroys your hitstun decay, so plan your extensions accordingly.


Damage Guard Smash Startup Active Recovery On-Block Invuln
400 Low 7 3 13 -4
  • 2L slides forward a bit, 2LL stays in place.

This move singlehandedly gives him mix-ups, with the most notable example being the classic Superdash 50/50 in the corner (SD + assist, 66 j.L vs land 2L). This move has far better frame advantage than 5L, which makes it safer for stagger pressure. Its hit level is far below 5L though, so 5L is better to use when re-establishing pressure.

2L 2M serves as a strong anti-reflect string, however it only works consistently when 2L connects point blank, so be careful about spacing.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 Low 13 4 19 -7
  • Launches on hit.
  • Creates a frametrap if used after his 2L.

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 generally. However, if done after 5L, it maintains the good spacing that 5L creates, which makes it scarier to contest.


Damage Guard Smash Startup Active Recovery On-Block Invuln
400×2 / 400,850 All U1+ 13 4(16)2 21 -16 4-16 Head
  • 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. However, most characters can punish with a 5M or 5H.


Damage Guard Smash Startup Active Recovery On-Block Invuln
800 All 21 5 30 -9
  • 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. It's hard to land this on someone without a good read due to it's 21f startup, and it's 30f recovery can get you hurt pretty bad. 2S > 5S is also not hit confirmable, unless you are in sparking. You will almost always get the late vanish unless you're really looking for it.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 High 24 6 4+6L ±0
  • 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 6H meterlessly and 214H with meter. 214H is generally preferred due to how much safer it is than 6H. Furthermore, spacing it out (usually with 5L) can result in a plus on block (upto +5) 6M.


Secret Sensation

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
6H Catch Total 56 4-33 Non-throw, non-Super
6H Move Total 4+9
[Total 4+4]
1-15 All
[1-10 All]

A command dodge that requires matchup knowledge to maximize its potential. Using this correctly like against beam specials gives Goku a free punish with M buttons while the opponent stays there unable to retaliate and wondering why they even bothered. Using it incorrectly is essentially forfeiting neutral by bringing Goku directly to them, though he can't be outright punished as he can always resort to blocking or opting for his multiple invincible options if they decide to challenge.

Frame advantage changes depending on what was countered, and against projectiles like Ki Blasts, it also depends on distance from the opponent. For example, countering a jab will leave Goku neutral at best, but moves with high whiff recovery will allow him to go for punishes. In general, anything outside of L normals will give enough time to land a punish with 5L/j.L, or a 2H punish if they try to Vanish.

  • Invulnerable to all blockable attacks beside Supers and Sparking Blast
  • On successful dodge, Goku will move to behind the opponent. If they're grounded during the dodge animation, he'll stay grounded, and if they're airborne, he'll become airborne
  • Dodges have 2F of lingering full invul after recovery if Goku doesn't perform another action


Shining Soul

Damage Guard Smash Startup Active Recovery On-Block Invuln
200×2, 750×2 All 6 8,13(14)P Total 68 +2 4-49 Ki Blasts
  • 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 strong pushback on block, launches the opponent on hit.
  • Shot Ki Blasts wall splats on hit.
  • Good hitstun.

Often used in corner combos due to its high overall damage. Also has some interesting applications in neutral due to its invulnerability to ki blasts and lower commitment than his flips, for example against Base Vegetas spamming j.S.

By doing 2M dl 6S(1) at any point in your blockstring (5L 2M autotimes it), the first "spinning" hit of 6S can be used for some pressure gimmicks involving 5H and 236L, M or H: 6S(1) 5H will frametrap anything, including jump or Vanish attempts. 6S(1) 236L will make the lariat whiff in front of them and give you a chance to restart pressure or bait reflect. The M version, on the other hand, will win if opponents catch on and try to mash on reaction to the startup of 236X. 236H accomplishes the same thing as M except it will also catch attempts to jump out and leave you +4 if they tried to. The first hit of 6S also spaces out opponents perfectly for making flipDBFZ UIGoku UnencumberedMind.pngGuardStartupRecoveryTotal 59Advantage- followups more ambiguous.

Be careful as the first part of this move won't connect if spaced out too much, like after a 5L or 5H, leaving you very punishable. On block however, it can be cancelled into other moves throughout its entire duration. The second part of the move is plus (Usually around +6, but can go as high as +13 depending on the spacing) and because of this, it can be used in blockstrings as another way to acquire plus frames other than 214L and a spaced out 6M.


Damage Guard Smash Startup Active Recovery On-Block Invuln
400 High 6 3 12
  • Beefy hitbox for a jab.

Has an alternate animation if used twice in a string, though this is purely cosmetic. Good air-to-air button.


Damage Guard Smash Startup Active Recovery On-Block Invuln
700 High 11 4 18
  • Fantastic range.

Big hitbox makes this really good for IAD cross-ups. Slower than average but makes a great long-distance air-to-air.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 / 1000 High D1+ [D3+] 13 4 16
  • 5LLLLLLL Dynamic 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.


Damage Guard Smash Startup Active Recovery On-Block Invuln
600, 100×3 All 17 5 32+10L
  • 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.
  • Close to the ground, the first hit ground-bounces and can combo into Superdash, which can then lead into a re-jump.
  • First hit combos into j.236S anywhere on the screen.

Using this in the air about the same time as a beam assist virtually covers the entire screen with a hitbox.

Your go-to move for punishing command grabs, as hitting opponents with this can lead to an easy corner-to-corner combo.


Damage Guard Smash Startup Active Recovery On-Block Invuln
850 All U1+ 13 4 24
  • Pushes Goku up and forward.
  • Smash hit has more hitstun and combos into SD.

j.2H > jc j.L works even on Smash hit. Smash j.2H > delay SD also allows for a sideswitch even in the corner.

Special Moves

Godly Display


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L 1064 All U1+ 16 2 16 -2 16-19 All
236M 1280 All U1+ 28 1 21 -2 28-35 All
236H 1496 All U1+ 16 1 17 -2 16-19 All
All Versions
  • Hitgrab that sides switches on hit or block.
  • Cannot true string into from any normal.

L and H versions are handy to use as tight (1f gap) frametraps during blockstrings (M version is too slow for this), and if blocked, they are only -2 so UI Goku can attempt to retreat by backdashing or superjumping away. It can also be further covered by 214H.

  • Travels about 45% of the screen.
  • Smash hit wall splats.

Generally what you will end your blockstrings with. It may leave a gap, but because it is invulnerable after startup, UI Goku will simply phase through any reversal attempts from opponents, making them whiff and question their decisions. Exceptions to this rule are: Ssj4 Gogeta, Cell, DBS Broly and Beerus, because their DPs also hit behind them; Videl, Jiren, Cooler and UI Goku himself, because of their frame 1 counters. This tech will also not work if you 236L after 5H or 6S since those moves space out too much for the lariat to go behind opponents' reversals.

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, and is optimal to use in back-to-corner combos if you can go into it quickly enough.

  • Travels 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 jS before superdashing (which can lead into a re-jump). Back-to-corner, 6S(1) 236M 66 5L is very consistent, but because of the terrible scaling on 6S you're better off just doing a standard 5H route for more damage (though less meter build), since that'll still bring opponents to the other corner.

  • Travels 75% 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.

As a blockstring ender, it disregards spacing issues against reversals since it goes much further than 236L.

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

Autonomous Fist


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
j.236L 820 All 11 3×7 15(+10L)
j.236M 980 All D1 15 3×7 15(+10L)
j.236H 1540 All D1 11 3×7 15(+10L)
All Versions
  • 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.
  • M and H versions move almost half-screen.
  • All versions can be safe on block (upto -5) depending on the height.

2H(1) > j.236X 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. All versions, especially M and H versions, set up a special-tag into aerial DR perfectly, and H version even allows special-tag into grounded DR. 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 almost the same damage.

  • 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.

Not often used, but handy after a teched Dragon Rush.

Unencumbered Mind


Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214[L] Total 59 4-52 Projectiles
214[M] Total 99 4-92 Projectiles
214[H] Total 93 4-18 All, 19-86 Projectiles
  • 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.
  • Holding back (4) will make UI Goku flip backwards.
  • The more flips Goku does, the more distance each flip will cover.
  • All follow-ups deal more damage the more you flip before them.
  • L version has a collision box preventing it from going over the opponent.
  • Invulnerable to all projectiles during flips, including Supers.

UI Goku's pressure and solo mixup, heck even a lot of his assist mixups, are centered entirely around his flip game. The projectile invuln will save you from a ton of reversals including most Level 3s, holding the button down will save you from counters, and there are plenty of ways to stop mashing through the followups. This is a big part of what makes the character scary on offense.

However, flips have a distinct weakness: they lose their luster against patient players with good reactions. 214L is the only flip option that catches opponents' jumps - every other flip option loses to and can be punished by jumping out. Of course, you can try to keep abusing 214L for free turns if they continue trying to jump, but remember they can plant their feet and 2H it. At that point you have to play 4D chess and catch this with a point blank 214M or 214[L]~H... and so on. The better your opponent's awareness, the more you will have to adapt your options. Remember to use everything in your arsenal to overload them.

Although 214[L] and 214[M] aren't bad, 214[H] is the real moneymaker. UI Goku turns invisible and attacks extremely fast, all while carrying strike invuln through it too. 214[H]~L and 214[H]~S are your main left/right tools and are fantastic DR Crushes, but 214[H]~M can be thrown in when your opponent is attempting to respect those tools, along with holding the button down for longer to gain an extra flip and fakeout your opponent. Even using it defensively isn't unwise as you can reversal through options and punish people trying to stop your regular H followup, or better yet make yourself plus with 214[H]~L and steal your turn back. All around it's a good move, especially given you can catch crossups or just cross the opponent yourself, so use it for literally everything.

Godly Strike

214L (Air OK) or Unencumbered Mind > L

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L 400 / 1000 All D1 31 5 23(+3L) +3 4-19 Projectiles
j.214L 400 / 1000 All D1 28 [21~34] 5 23(+3L) +3
214[X] > L 400 / 1000 All D1 19 5 23(+3L) +3
  • 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 always causes a sliding knockdown that leaves Goku +42 on hit.
  • Non-Smash hit has much lower damage, but is good for continuing combos.

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. Since the move always hits at the exact same height, the sliding knockdown will always leave you with a +42 frame advantage, similar to Janemba's j.2M.

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. On top of that, if this happens to frametrap something, it is a ToD starter. That said, this move can be anti-aired with a reactionary 2H, so don't abuse it too much.

214[H]~L is about 3 frames faster during startup along with the benefits listed in 214X's description.


214M (Air OK) or Unencumbered Mind > M

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214M 1200 Throw U2+ 31 1 31 4-25 Projectiles
j.214M 1200 Throw U2+ Until L+9 1 31
214[X] > M 1200 Throw U2+ 27 1 31
  • 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 midscreen via j.S into superdash, and via dash up 2M in the corner.

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. This is to be used once your opponent respects 214X~L and 214X~S to make them even antsier and potentially open them up to significant damage.

Oddly enough, if used point blank, this move tends to beat attempts at mashing 2H.

Like 236M, connecting this midscreen gives Goku enough time to add jS into superdash, which can lead into a re-jump, or he can even pick up with certain assists. Links into dash 2M in the corner for an easy 33% with a corner BnB.

Embodied Light

214H (Air OK) or Unencumbered Mind > H

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214H 1200 All U1+ 18 3 29+10L -5 4-20 All
j.214H 1200 All U1+ 9 3 41+10L 4-11 All
214[X] > H 1200 All U1+ 10 [8] 3 29+10L -5 1-12 [1-10] All
  • 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.

The crumple state that grounded 214H offers can lead into lots of cheeky resets, such as... 214H 66 j.M 5L dl 5LL for a reset into an unscaled starter (which they can block if they're aware of it, but is great against unsuspecting players), j.M 5L 5M(2) to reset into a low, or 5L 5M(1) 6M instead, or 5L 5M(1) IAD crossup j.M, or even 5L dl DR... these aren't recommended against players with good awareness and it's perfectly fine to just take the damage a standard 214H confirm gives you, but they can be a fantastic way to stack on more damage against most opponents and keep them awake.

10f of landing recovery on block 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, or 214H into j.214S, or even call an assist and straight-up take your turn with an airdash j.H (note that because of the extra landing recovery this will only leave you +5 at best though, so opponents get to reversal or reflect after it).


236S (Air OK) or 214S (Air OK) or Unencumbered Mind > S

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236S 262×5 All 26 -18
j.236S 262×5 All 26
214[X] > S 262×5 All 24 -5 1-48 Projectiles
  • 236S flips forward, 214S flips backwards.
  • 214[X]~S version can cross up, even in the corner.
  • Jails into Vanish.
  • Obnoxiously large hitbox. 214S Hits behind UI Goku as well.
  • Superior to use this after 5H before popping Spark, rather than using 22S.
  • Can cancel into SD.

214X~S is safe on block and even safer against Reflect (-3), have fun with an unpunishable beam. Doing flips before the beam also makes it retain the projectile invuln even during its startup and active frames (unlike other flip followups), making it a nice counterpoke option in neutral. 214[H]~S is also a nearly invisible cross-up, albeit solo it's very expensive, costing half a bar for the 214[H] stance and potentially an extra bar to jail into Vanish if it's blocked. If it hits, you can Super Dash and either get a small combo by doing jL after the j2H, or do 214H after the Super Dash and get an OK damage combo. But with assists you can special tag off of the beam, so the cost is only half a bar.

Due to its long active frames and massive hitbox, it will catch held Vanish almost 100% of the time (The catching vanish part is only true for 214S. can now perform super dash after hit.

In the corner, Unencumbered Mind > S can be comboed off of meterlessly via 5L. 214[H]~S can be used as a substitute to 236L or 236H in the combos where these moves are used as command dashes (i.e, are purposefully whiffed as to cover distance). And this results in higher damage combos.

Rising Heat


Damage Guard Smash Startup Active Recovery On-Block Invuln
400, 700 All 12 14, P Total 77 -31 1-29 Head
  • Stays grounded and shoots a projectile straight up.
  • "Immune" to cross-ups as it hits both sides and doesn't require forward/backward input.
  • ToD starter, make sure you've got your oki down pat against him.

Its high damage, cross-up immunity, and high hitstun makes this a good tool for swatting off crossups. Go-to move before popping Spark and/or as an alternative for 236L after Dragon Rushes at the end of corner combos. Although, using 236S after 5H before popping Spark is superior. Great for beating Superdash since you can now special tag off of it and he can literally kill your character off it with Sparking and 2 assists, but solo it's usually better to just 2H. Keep in mind it does have significant recovery so if it whiffs you explode.

Unrestrained Will

[L+M] during recovery

Damage Guard Smash Startup Active Recovery On-Block Invuln
1000 All D1 30 5 50(+15L) -30 1-30 All
  • Tracks the opponent until frame 25 before punching forward. Attacks from the direction he was facing after teching.
  • Smash hit causes a sliding knockdown.
  • Horrible startup for what its supposed to do.
  • Works on any ground wake-up, air tech and DR tech. Doesn't work with grounded hitstun and snapback.
  • UI Goku's only frame 1 invuln reversal besides his supers.

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 it on his Strategy page. To top it off, it has a telegraphed startup with Goku warping away and is much slower than your average DP. As such, it's not very great at first glance.

But, that's just the surface level. Having this and his 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. It gets even better when you realize that UI Goku can use this from any teched hit, letting him scum his way through situations the opponent didn't convert off of, or dropped combos. That being said, the extended startup on Unrestrained Will can make it easy for an opponent who's prepared to react to it and 2H it. Don't abuse this, but if you can get away with it every once in a while, it's not a bad idea to use it.

Z Assists

Assist A

Rising Heat

Damage Guard Smash Startup Active Recovery On-Block Invuln
400, 600 All 25 +25 Head
  • Like 22S, this also hits all the way to the top of the screen.
  • Huge amount of hitstun, low amount of blockstun.
  • Has head invulnerability, but will still lose to grounded pokes and projectiles.

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 when used for defensive movement or zoning, it becomes genuinely annoying, since it has air-invuln and roughly a decade of hitstun to convert off of. The height of the hitbox also helps characters gets sliding knockdowns in otherwise impossible ways. For example, with proper timing, Trunks can connect j.S > j.236M midscreen using it.

Assist B


Damage Guard Smash Startup Active Recovery On-Block Invuln
200×5 All 35 +30
  • UI Goku does 236S.
  • Goes fullscreen.
  • Launches at a very combo-friendly angle.

Comparable to Cell's A assist. UI Goku flips forward before firing the beam, making him more vulnerable to getting swatted out of the assist than other beam assists if used carelessly. That being said, it is a fullscreen beam assist that is somewhat easier to confirm than normal beam assists. The angle that it cuts off can also help counterzone Ki Blasts, as the beam will out-prioritize theirs and let yours pass through freely.

Assist C

Unrestrained Will

Damage Guard Smash Startup Active Recovery On-Block Invuln
800, 400 All 50 [20] +25 Full
  • Invulnerable(!) tracking C Assist.
  • Horizontal trajectory can make it whiff after a down smash, so experiment with different combo enders.
  • If called carelessly in neutral it can be 2H'd.
  • The tracking is not the best if used in neutral, use carefully.

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.

Super Moves

Accelerating Battle Spirit

236L+M (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236L+M 250×10 All UDV 19+4 [6+4] -55 19- All
j.236L+M 250×10 All UDV 19+4 [6+4] -57
236L+M > X 809 All UDV
Accelerating Battle Spirit
  • 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.

Unpolished Instinct Accelerating Battle Spirit > [L/M/H/S] on hit
  • 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.

Guiding Impulse

236H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
236H+S 2659 Throw Total 70 1-45 Non-throw, non-Super
j.236H+S 2659 Throw Until L 1-45 Non-throw, non-Super
  • 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.
  • Allows for DHCs if the counter is triggered.
  • Deals 100% blue health, including any additional supers afterwards.
    • Can be comboed into under very strict conditions like projectile clashes, in which cases it will deal normal damage and blue health.

UI Goku's fastest reversal. Because it counts as a super, you can cancel his Unrestrained Will into this to catch people trying to punish too eagerly. Loses to throws like most counters, but will beat safejumps because of how it captures opponents.

Silver Dragon Flash

214L+M (Air OK) or 214H+S (Air OK)

Version Damage Guard Smash Startup Active Recovery On-Block Invuln
214L+M 4359 All UDV 9+3 -25 1-15 All
j.214L+M 4359 All UDV 9+3 Until L 1-15 All
  • Minimum Damage: 1759.
  • Adv. on hit: +38.
  • Charges fullscreen forward. Ground version tracks vertically during startup.
  • Switches sides on hit, leaves your opponent almost fullscreen.
  • The most visually stunning level 3 in the game, it's so pretty to look at.

Really not that great of a level 3 since it barely even offers you a safejump. While it's possible to safejump by holding S and dashjumping (which will result in a GO1 jump) and fastfalling into j.M, it's not particularly ideal since it can't hit 2H meaty. Your other options are run up 2L, run up DR, and run up Flip. A very, very slightly delayed 236M can be used to catch mashing and jumping, as it hits meaty. Doing 236M immediately after the level 3 will basically result in a command dash, leaving you in the face of your opponent. 214H is a great spark bait if you think they're willing to risk it, otherwise the other EX Flip follow-ups are strong albeit expensive. If you have the option, run UI with a character that has good lvl3 okizeme and try to DHC into them instead of using this.



Goku (Ultra Instinct)
To edit frame data, edit values in DBFZ/UI Goku/Data.
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