< DBFZ
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* Goes half screen. | * Goes half screen. | ||
* Smash hit wall bounds. | * Smash hit wall bounds. | ||
Could be good after Combo DR when routing into | Could be good after Combo DR when routing into supers, as it sideswitches to counter the sideswitch of his base level 1 and level 3. However, using his level 3 afterwards will leave you midscreen. You can use it somewhat similarly to how Kefla uses 214S, as a crossup with a fast assist. | ||
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{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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* Goes full screen. | * Goes full screen. | ||
* Smash hit wall bounds. | * Smash hit wall bounds. | ||
[http://twitter.com/theZeemesh/status/1262576815262044160 Can be used as a way to get through beams] | [http://twitter.com/theZeemesh/status/1262576815262044160 Can be used as a way to get through beams,] but is too slow to do on reaction. | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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|name=Embodied Light | |name=Embodied Light | ||
|input=214H (Air OK) or Unencumbered Mind > H | |input=214H (Air OK) or Unencumbered Mind > H | ||
|image= |caption= | |image= |caption='''GRANDPA SAID NO MASHING''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Hits directly in front of Goku. | * Hits directly in front of Goku. | ||
* Smash hit causes a crumple state on grounded opponent, wall bounds airborne opponent. Non-Smash launches them forward. | * Smash hit causes a crumple state on grounded opponent, wall bounds airborne opponent. Non-Smash launches them forward. | ||
* When used from Unencumbered Mind, it can easily blow through beam level 3's due to there not being a gap in the invincibility. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{Description|9|text= | {{Description|9|text= | ||
* 236S flips forward, 214S flips backwards. | * 236S flips forward, 214S flips backwards. | ||
* 214X~S version can | * 214X~S version can cross up, even in the corner. | ||
* Projectile invulnerability lends this to be a good beam counterpoke. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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|name=Rising Heat | |name=Rising Heat | ||
|input=22S | |input=22S | ||
|image= |caption= JAM SESSION | |image= |caption=JAM SESSION | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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Does not use Smash, so Held Vanish combos can be extended with Upwards-type Smash. | Does not use Smash, so Held Vanish combos can be extended with Upwards-type Smash. | ||
Useful as combo filler after a Combo DR, enabling easy conversions into his Level 1 super. | Useful as combo filler after a Combo DR, enabling easy conversions into his Level 1 super. Good combo filler in general because of it's high damage. | ||
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|name=Unrestrained Will | |name=Unrestrained Will | ||
|input=[L+M] after recovery | |input=[L+M] after recovery | ||
|image= |caption= | |image= |caption=GO1 uses this so it must be good, right? | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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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. | * 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. | * Smash hit causes a sliding knockdown. | ||
* Works after any ground tech, air tech and DR tech. Doesn't work on grounded hitstun and snapback. | * Works after any ground tech, air tech and DR tech. Doesn't work on grounded hitstun and snapback. Works on ''hard knockdowns.'' | ||
Insane tracking, but is super negative on block, cannot call assists, and can be anti-air'd on reaction. [http://twitter.com/HoudeaniHD/status/1262567442867539968 UI Goku can also be safely meatied with lights] | Insane tracking, but is super negative on block, cannot call assists, and can be anti-air'd on reaction. [http://twitter.com/HoudeaniHD/status/1262567442867539968 UI Goku can also be safely meatied with lights,] so 22S is better to use on the ground if possible. | ||
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}}<nowiki/> | }}<nowiki/> | ||
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*Launches at a very combo-friendly angle. | *Launches at a very combo-friendly angle. | ||
*Slower than the average beam assist, comparable to Cell's. | *Slower than the average beam assist, comparable to Cell's. | ||
This could be good if it retains the Unencumbered Mind version's projectile invulnerability, but that hasn't been tested yet. | |||
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|name=Accelerating Battle Spirit | |name=Accelerating Battle Spirit | ||
|input=236L+M (Air OK) | |input=236L+M (Air OK) | ||
|image= |caption= | |image= |caption=*teleports behind u* | ||
|image2= |caption2=Held button follow-up | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Minimum Damage: 750. Slightly below average. | |||
* Teleports behind the opponent. | * Teleports behind the opponent. | ||
* Startup reduced if the opponent is in any hitstun. | * Startup reduced if the opponent is in any hitstun. | ||
}} | }} | ||
{{AttackVersion|name=Unpolished Instinct|subtitle=Hold L/M/H/S on hit}} | {{AttackVersion|name=Unpolished Instinct|subtitle=Hold L/M/H/S on hit}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Minimum Damage: 506 (1256 total). Above average damage for double lvl1's. | |||
* Switches sides back. | * Switches sides back. | ||
* | * Can be used to combo into Base Goku's Super Spirit Bomb. | ||
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* Reversal super, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching. | * Reversal super, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching. | ||
* On a close-range hit, UI Goku acts instantly and punishes the opponent without a chance to escape. | * On a close-range hit, UI Goku acts instantly and punishes the opponent without a chance to escape. | ||
* If hit from a range or with a projectile, UI Goku will warp to the opponent's position and give them a brief window to save themselves. | * If hit from a range or with a projectile, UI Goku will warp to the opponent's position and mercifully give them a brief window to save themselves. | ||
Don't think of this as much as a reversal as it is a tool to keep other things safe. Like mentioned before, 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). | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> |
Revision as of 19:05, 21 May 2020
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
- Well rounded toolkit that allows him to adapt to any situation.
- Very powerful neutral thanks to his counters, which can nearly nullify zoning, 236X/214X, and solid buttons. The autododge is a nice cherry on top.
- Bardock-like 5LL drags opponents down to the ground, allowing for really easy hit confirms.
- Solid pressure overall. 5L has obscene spacing, 214X allows you to really mess with the opponent's head, and decent frame data.
- Has three lows in a string, two of which can be used for stagger.
- Difficult to approach and pressure thanks to his defensive tools.
- Difficult to zone out, as 6H can instantly end it and reset the situation.
- Great assists, A Assist in particular.
- Reads-based character in a two-touch game, making him very hard to master.
- No 6 frame normal, both 5L and 2L being frame 7 - one frame higher than most of the cast - limiting both his plus frames and ability to challenge gaps in blockstrings.
- Poor supers, below average damage and poor oki off of all of them.
- High-low mixup game is lacking. Requires conditioning to open anyone up.
- None of his specials can true blockstring from any of his normals, meaning strings can only safely end at 5M. This furthers UI Goku's need for conditioning and RPS.
- Somewhat resource hungry in order to make his options safe.
- Assist B, while a beam, is slower than average and has an awkward angle.
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 |
Template:AttackDataHeader-DBFZ |
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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) |
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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
Rising Heat
Rising Heat Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Kamehameha Assist B |
Template:AttackDataHeader-DBFZ |
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Unrestrained Will
Unrestrained Will Assist C |
Template:AttackDataHeader-DBFZ |
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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) |
Template:AttackDataHeader-DBFZ |
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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.