< DBFZ
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|name=UI Goku | |name=UI Goku | ||
|game=DBFZ | |game=DBFZ | ||
|quote= | |quote= You don't stand a chance against me. | ||
|voice=Japanese: Masako Nozawa. English: Sean Schemmel | |voice=Japanese: Masako Nozawa. English: Sean Schemmel | ||
|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. | |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. | ||
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* 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. | * When used from Unencumbered Mind, it can easily blow through beam level 3's due to there not being a gap in the invincibility. | ||
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, as you can do it very late into a 2H and still hit them. 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. This isn't a move you can just throw out mindlessly due to it's forced landing recovery of 10f, but used correctly it can be a huge opener for UI Goku. | |||
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{{Description|8|text= | {{Description|8|text= | ||
*Hits all the way to the top of the screen. | *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. | 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. | ||
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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. | This could be good if it retains the Unencumbered Mind version's projectile invulnerability, but that hasn't been tested yet. 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. | ||
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Revision as of 06:27, 22 May 2020
Goku (Ultra Instinct) | |
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Play-style | ??? |
Team Role | ??? |
Overview
"You don't stand a chance against me." | |
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) |
Template:AttackDataHeader-DBFZ |
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Rising Heat
Rising Heat 22S |
Template:AttackDataHeader-DBFZ |
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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.