< DBFZ
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|pros= | |pros= | ||
* Well rounded toolkit that allows him to adapt to any situation. | * 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. | * Very powerful neutral thanks to his counters, which can nearly nullify zoning, [[DBFZ/UI Goku#Godly Display|236X]], [[DBFZ/UI Goku#Unencumbered Mind|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. | * Bardock-like [[DBFZ/UI Goku#5LL|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. | * Solid pressure overall. [[DBFZ/UI Goku#5L|5L]] has obscene spacing, [[DBFZ/UI Goku#Unencumbered Mind|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. | * 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 approach and pressure thanks to his defensive tools. | ||
* Difficult to zone out, as 6H can instantly end it and reset the situation. | * Difficult to zone out, as [[DBFZ/UI Goku#6H|6H]] can instantly end it and reset the situation. | ||
* Great assists, A Assist in particular. | * Great assists, [[DBFZ/UI Goku#Assist A|A Assist]] in particular. | ||
* Multiple options for meterless side-switches. | |||
|cons= | |cons= | ||
* Reads-based character in a two-touch game, making him very hard to master. | * 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. | * No 6 frame normal, both [[DBFZ/UI Goku#5L|5L]] and [[DBFZ/UI Goku#2L|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 | * High-low mixup game is lacking. Requires conditioning to open anyone up, although his left-right is strong. | ||
* None of his specials except 236L(which switches sides) 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. | * None of his specials except [[DBFZ/UI Goku#Godly Display|236L]] (which switches sides) can true blockstring from any of his normals, meaning strings can only safely end at [[DBFZ/UI Goku#5M|5M]]. This furthers UI Goku's need for conditioning and mix-ups. | ||
* A little resource hungry in order to make his options safe. | * A little resource hungry in order to make his options safe. | ||
}} | }} | ||
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* 5L > 2L (whiff) is actually 2 frames better on block (being -7). | * 5L > 2L (whiff) is actually 2 frames better on block (being -7). | ||
Slower than average jab. UI Goku doesn't have a 6f button and has to rely on his counters during clashes. | Slower than average jab, but definitely makes up for it's lack of speed. UI Goku doesn't have a 6f button and has to rely on his counters during clashes. | ||
The range on this is not to be understated, most of the cast can't punish UI Goku if he staggers with this despite its frame data due to the pushback on block. The ones that can punish can still be beaten with spacing. | The range on this is not to be understated, most of the cast can't punish UI Goku if he staggers with this despite its frame data due to the pushback on block. The ones that can punish can still be beaten with spacing. The hitbox is massive, which will lead to this move beating out a lot more than it really should. The only 7f button it loses to in a 0-on-block situation is Z Broly. | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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* Fastest startup is 26f if done raw. | * Fastest startup is 26f if done raw. | ||
Because of it'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. | Because of it'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. The cursed moves keep coming. | ||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. | * Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. | ||
Some low-blockstun assists like Trunks A/Base Vegeta A may allow for tick throws, which can be made into a 50/50 if 2M is used instead of 5LLL. | Some low-blockstun assists like Trunks A/Base Vegeta A may allow for tick throws, which can be made into a 50/50 if 2M is used instead of 5LLL. Useful in vanish combos sometimes because of it's side-swap properties. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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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.] | ||
Advantage is dependent on what is countered. For example, countering a jab | Advantage is dependent on what is countered and the distance from it. For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. In general, anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L. UI Goku can also always defer to block regardless of any attack that was countered. Although this can mean you forfeit neutral if the opponent presses buttons, you can also opt for his multiple invincible options if they do decide to challenge. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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|name=6S | |name=6S | ||
|input=Shining Soul | |input=Shining Soul | ||
|image=DBFZ_UIGoku_6S.png |caption= | |image=DBFZ_UIGoku_6S.png |caption= "When the world needed him most, he vanished." | ||
|image2=DBFZ_UIGoku_6S2.png |caption2= | |image2=DBFZ_UIGoku_6S2.png |caption2= | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out | * On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out. | ||
* The spinning portion are strike attacks. | |||
* Shot Ki Blasts wall bounds on hit. | * Shot Ki Blasts wall bounds on hit. | ||
Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like midscreen 6S > SD. | |||
Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like 6S > SD. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{MoveData | {{MoveData | ||
|name=j.S | |name=j.S | ||
|image=DBFZ_UIGoku_jS.png |caption= | |image=DBFZ_UIGoku_jS.png |caption= DISRUPTAH | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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|name=Godly Display | |name=Godly Display | ||
|input=236L/M/H | |input=236L/M/H | ||
|image=DBFZ_UIGoku_GodlyDisplay.png |caption= | |image=DBFZ_UIGoku_GodlyDisplay.png |caption=on block/whiff | ||
|image2=DBFZ_UIGoku_GodlyDisplay2.png |caption2= | |image2=DBFZ_UIGoku_GodlyDisplay2.png |caption2=on hit | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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|name=Autonomous Fist | |name=Autonomous Fist | ||
|input=j.236L/M/H | |input=j.236L/M/H | ||
|image=DBFZ_UIGoku_AutonomousFist.png |caption= | |image=DBFZ_UIGoku_AutonomousFist.png |caption=oraoraoraoraoraoraoraoraora | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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* If any of the hits landed, will automatically followup with a few extra hits. | * 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. | * All hits can be cancelled. Smash on the last hit only. | ||
All versions can be used to challenge superdash better than regular normals can, as they can be better in anticipation/reaction due to their start-up and active frames. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Soft knockdown. | * Soft knockdown. | ||
Used for 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 the same damage. '''2H (1) > j.236L''' is his only gapless string ender, but it's unsafe at -7. Solo it's better to route into j.214S. This move can actually link into j.214L if it's done high enough up in the air. | |||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Smash hit causes a sliding knockdown. | * Smash hit causes a sliding knockdown. | ||
j.M > j.236M is an anywhere sliding knockdown at low hitstun decay. | In combos, '''j.M > j.236M''' is an anywhere sliding knockdown at low hitstun decay. Not all that useful because '''j.H > j.214L''' works more reliably at high hitstun decay, but there are heights where '''j.H > j.214L''' will not work. It doesn't do that much damage compared to j.H > j.214L anyway, so you'll usually do this if you've exhausted all of your SKD options and just want to get them on the ground (such as after a Vanish). | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* Goku front flips around | * Goku front flips around before ending with a dash toward the opponent. | ||
* M and H versions can crossup, autocorrect, and even steal the corner. | * M and H versions can crossup, autocorrect, and even steal the corner. | ||
* During flips, pressing L/M/H/S will do the corresponding follow-up. | * During flips, pressing L/M/H/S will do the corresponding follow-up. | ||
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|name=Godly Strike | |name=Godly Strike | ||
|input=214L (Air OK) or<br/>Unencumbered Mind > L | |input=214L (Air OK) or<br/>Unencumbered Mind > L | ||
|image=DBFZ_UIGoku_GodlyStrike.png |caption= | |image=DBFZ_UIGoku_GodlyStrike.png |caption=the most powerful Woah of all time | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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|name=Transcendence | |name=Transcendence | ||
|input=214M (Air OK) or<br/>Unencumbered Mind > M | |input=214M (Air OK) or<br/>Unencumbered Mind > M | ||
|image=DBFZ_UIGoku_Transcendence.png |caption= | |image=DBFZ_UIGoku_Transcendence.png |caption=make them cry for getting hit by a 31f grab | ||
|image2=DBFZ_UIGoku_Transcendence2.png |caption2= | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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* Autocorrects if he overshoots the opponent. | * Autocorrects if he overshoots the opponent. | ||
* Air version teleports to the ground. | * Air version teleports to the ground. | ||
* Smash hit switches sides, wall bounds. | * Smash hit switches sides, wall bounds. Ends on the same side you started on if you just did 214M. | ||
* Cannot hit airborne opponents, even mid-combos. | * Cannot hit airborne opponents, even mid-combos. | ||
* Can combo without meter in the corner | * Can combo without meter in the corner. | ||
This is your prime conditioning tool. Once you make them block, use this to make them antsy again so you can frametrap them to death. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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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. | ||
* Sets up a restand on hit, making it a unique tool. | |||
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. | 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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|name=Kamehameha | |name=Kamehameha | ||
|input=236S or 214S (Air OK) or<br/>Unencumbered Mind > S | |input=236S or 214S (Air OK) or<br/>Unencumbered Mind > S | ||
|image=DBFZ_UIGoku_Kamehameha.png |caption= | |image=DBFZ_UIGoku_Kamehameha.png |caption=the anti-beam beam | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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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 cross up, even in the corner. | * 214X~S version can cross up, even in the corner. It's also safer on reflect than normal block at -3. | ||
* Projectile invulnerability lends this to be a good beam counterpoke. | * Projectile invulnerability lends this to be a good beam counterpoke. | ||
}} | }} | ||
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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. Good combo filler in general because of | Useful as combo filler after a Combo DR, enabling easy conversions into his Level 1 super. Good combo filler in general because of its high damage. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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|name=Unrestrained Will | |name=Unrestrained Will | ||
|input=[L+M] after recovery | |input=[L+M] after recovery | ||
|image= |caption=GO1 uses this so it must be good, right? | |image=DBFZ_UIGoku_UnrestrainedWill.png |caption=GO1 uses this so it must be good, right? | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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==Z Assists== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0"> | ======<font style="visibility:hidden;font-size:0">Assist A</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Rising Heat | |name=Rising Heat | ||
|input=Assist A | |input=Assist A | ||
|image= |caption= | |image=DBFZ_UIGoku_RisingHeat.png |caption= | ||
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=CAPTAIN CORRIDOR | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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|name=Kamehameha | |name=Kamehameha | ||
|input=Assist B | |input=Assist B | ||
|image= |caption= | |image=DBFZ_UIGoku_Kamehameha.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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}}<nowiki/> | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0"> | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Unrestrained Will | |name=Unrestrained Will | ||
|input=Assist C | |input=Assist C | ||
|image= |caption= | |image=DBFZ_UIGoku_UnrestrainedWill.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ}} | {{AttackDataHeader-DBFZ}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
*Tracking C Assist. | *Tracking C Assist. | ||
Outshined by his other assists. Tracking is good to have for a C assist, but it should have been a blockstun C assist like A21's in order to compete with his A assist. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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|name=Accelerating Battle Spirit | |name=Accelerating Battle Spirit | ||
|input=236L+M (Air OK) | |input=236L+M (Air OK) | ||
|image= |caption=*teleports behind u* | |image=DBFZ_UIGoku_AcceleratingBattleSpirit.png |caption=*teleports behind u* | ||
|image2= |caption2= | |image2=DBFZ_UIGoku_AcceleratingBattleSpirit2.png |caption2='''''"FALCON..."''''' | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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|name=Guiding Impulse | |name=Guiding Impulse | ||
|input=236H+S (Air OK) | |input=236H+S (Air OK) | ||
|image= |caption= | |image=DBFZ_UIGoku_GuidingImpulse.png |caption=Have you seen the man with seven scars? | ||
|image2=DBFZ_UIGoku_GuidingImpulse2.png |caption2=No matter you're dead because you tried to punish my DP | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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|name=Silver Dragon Flash | |name=Silver Dragon Flash | ||
|input=214L+M or 214H+S (Air OK) | |input=214L+M or 214H+S (Air OK) | ||
|image= |caption= | |image=DBFZ_UIGoku_SilverDragonFlash.png |caption="Anyone who hurts my friends..." | ||
|image2=DBFZ_UIGoku_SilverDragonFlash2.png |caption2="'''IS GONNA PAY!'''" | |||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} |
Revision as of 21:50, 27 May 2020
Goku (Ultra Instinct) | |
---|---|
Play-style | Mix-up, 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.
- Multiple options for meterless side-switches.
- 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, although his left-right is strong.
- None of his specials except 236L (which switches sides) 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.
- A little 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
Assist A
Rising Heat Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Kamehameha Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
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.