< DBFZ
Linguiniface (talk | contribs) (→6H) |
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* Air counter recovers faster than ground counter. Counters have 2f of lingering full invul after recovery if you choose to stand still. | * Air counter recovers faster than ground counter. Counters have 2f of lingering full invul after recovery if you choose to stand still. | ||
* Frame advantage varies depending on the distance between UI Goku and his target. Demonstration [https://twitter.com/HoudeaniHD/status/1262577677384515586 here.] | * Frame advantage varies depending on the distance between UI Goku and his target. Demonstration [https://twitter.com/HoudeaniHD/status/1262577677384515586 here.] | ||
* Objectivley the worst named attack in the game. | |||
This effectively wins neutral automatically. Anything outside of light normals will give you enough time to land a punish with 5L/2L. | This effectively wins neutral automatically. Anything outside of light normals will give you enough time to land a punish with 5L/2L. | ||
}} | }} |
Revision as of 22:33, 22 May 2020
Goku (Ultra Instinct) | |
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Play-style | Mixup, Zoning, Counter, Defensive |
Team Role | Any |
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.
- 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 mix-ups.
- Somewhat resource hungry in order to make his options safe.
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) or Unencumbered Mind > S |
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.