DBFZ/UI Goku: Difference between revisions

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* Beam properties.
* Beam properties.
* On hit, automatically shoots 3 extra blast and causes a wall bound. Goku can only cancel the first or the last hit.
* On hit, automatically shoots 3 extra blast and causes a wall bound. Goku can only cancel the first or the last hit.
Chains from M/H normals will have a 6-frame gap, but the wallbounce makes it a trade in your favor.
Chains from M/H normals will have a 6-frame gap, but the wallbounce makes it a trade in your favor. Off of said trade, you can connect a 5L in the corner.
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Revision as of 05:15, 21 May 2020

Goku (Ultra Instinct)
DBFZ UI Goku Portrait.png
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 nice a 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.
  • Extremely easy to make viral Twitter videos with.
  • 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 Sol Badguy would like his 6P back
DBFZ UIGoku 5LL.png
eSports normal
DBFZ UIGoku 5LLL.png
grab normal
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5L
  • Huge range and priority. Crushes superdash.
  • Range is accentuated with 5LL, which groundbounces and tracks opponents for super easy confirms.
  • Goku gets pushed back some distance if blocked, out of range of most normals.
  • 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. 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.

5LL
  • Ground bounces on hit.
  • Tracks horizontally for about half screen.

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.

5LLL
  • Sides switch on hit.
  • 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.

5M
5M
DBFZ UIGoku 5M.png
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  • Both hits can be jump canceled.
  • Second hit counts toward scaling mid-combo.

The second hit kills your combo damage but is great for blockstrings. Forms a basic mixup between 5M(2) and 5M(1) > 6M. Once you can get them to block, then you can start to use 214L/M.

5H
5H
DBFZ UIGoku 5H.png
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  • Smash hit has good corner carry, launches more upwards than other 5H's like SBroly's 5H
5S
5S
DBFZ UIGoku 5S.png
a zoner that counters other zoners
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  • Beam properties.
  • On hit, automatically shoots 3 extra blast and causes a wall bound. Goku can only cancel the first or the last hit.

Chains from M/H normals will have a 6-frame gap, but the wallbounce makes it a trade in your favor. Off of said trade, you can connect a 5L in the corner.

2L
2L
DBFZ UIGoku 2L.png
Blursed normal
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  • 2L slides forward a bit, 2LL stays in place.
2M
2M
DBFZ UIGoku 2M.png
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  • Launches on hit
2H
2H
DBFZ UIGoku 2H.png
Vans: off the wall
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  • Smash on the second hit if the first hit landed.
  • Second hit always whiffs on crouchers.
  • Can combo into superdash in the corner even if smash has already been used
2S
2S
DBFZ UIGoku 2S.png
"Neutral? What's that?"
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  • Beam properties.
  • Wall bounces on hit.
6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead
  • Can cancel from the first hit of 5M for an easy high/low mixup, though it isn't true and is reactable.
6H
6H
Secret Sensation
DBFZ UIGoku 6H.png
Chacha real smooth
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Catch
Counter
  • Command dodge for everything but throws and Supers. Sometimes counters throws anyway if you have throw invulnerability.
  • On successful activation, Goku will slide behind the opponent allowing for immediate followups. If the opponent is grounded, he'll stay grounded, if they're airborne, he'll also be airborne.
  • 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 here.

This effectively wins neutral automatically. Anything outside of light normals will give you enough time to land a punish with 5L/2L.

6S
6S
Shining Soul
DBFZ UIGoku 6S.png
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Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like 6S > SD.

j.L
j.L
DBFZ UIGoku jL.png
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  • Has an alternate animation for a follow-up j.4L
j.M
j.M
DBFZ UIGoku jM.png
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  • Placeholder
j.H
j.H
DBFZ UIGoku jH.png
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5LLLLLLL
  • Wall bounces on Smash hit.
j.H
  • Smash hit causes a sliding knockdown.
  • Still sets up a sliding knockdown without smash because of 214L.
j.S
j.S
DBFZ UIGoku jS.png
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  • 5S but in the air, which allows for a ton of horizontal airspace control.
  • Combos into superdash.
j.2H
j.2H
DBFZ UIGoku j2H.png
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  • Pushes Goku up and forward.
  • Smash hit has more hitstun and combos into SD.

Can combo into j.L on Smash hit like Kefla or delay SD afterwards to side switch like Kid Buu.

Special Moves

Godly Display
Godly Display
236L/M/H
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No version true strings from any normals except Ki Blasts (which by themselves don't string).

L
  • Goes half screen.
  • Smash hit wall bounds.

Could be good after Combo DR when routing into Level 3, as it sideswitches to counter the sideswitch of the Level 3 itself.

M
  • Goes full screen.
  • Smash hit wall bounds.

Can be used as a way to get through beams, but is too slow to do on reaction.

H
  • Goes 80% of the screen.
  • Smash hit wall bounces.

Plus enough on hit to whiff Sparking activation and still combo with 5L OR 2M.

Autonomous Fist
Autonomous Fist
j.236L/M/H
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  • 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.
L
  • Soft knockdown.
M
  • Smash hit causes a sliding knockdown.

j.M > j.236M is an anywhere sliding knockdown at low hitstun decay.

H
  • Sides switches on the last hit.
  • Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce.
Unencumbered Mind
Unencumbered Mind
214[L/M/H]
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[L]
[M]
[H]
  • Goku front flips around like a mad man before ending with a dash toward the opponent.
  • M and H versions can crossup, autocorrect, and even steal the corner.
  • During flips, pressing L/M/H will do the corresponding follow-up. Pressing S will do 236S.
  • Is invincible to all projectiles during flips, including Supers.
Godly Strike
Godly Strike
214L (Air OK) or Unencumbered Mind > L
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Ground
Air
Unencumbered Mind > L
  • Doesn't overshoot the opponent.
  • Ground version can autocorrect, 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 causes a sliding knockdown.

Plus 3 on block, but 7f 5L/2L means it's equal to +2 with most other characters (your opponent can still backdash midscreen). Combos into level 3 without Smash.

Transcendence
Transcendence
214M (Air OK) or Unencumbered Mind > M
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Ground
Air
Unencumbered Mind > M
  • Autocorrects if he overshoots the opponent.
  • Air version teleports to the ground.
  • Smash hit switches sides, wall bounds.
  • Cannot hit airborne opponents, even mid-combos.
  • Can combo without meter in the corner
Embodied Light
Embodied Light
214H (Air OK) or Unencumbered Mind > H
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Ground
Air
Unencumbered Mind > H
  • Hits directly in front of Goku.
  • Smash hit causes a crumple state on grounded opponent, wall bounds airborne opponent. Non-Smash launches them forward.
Kamehameha
Kamehameha
236S or 214S (Air OK)
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Ground
Air
Unencumbered Mind > S
  • 236S flips forward, 214S flips backwards.
  • 214X~S version can crossup.
Rising Heat
Rising Heat
22S
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  • A reversal that stays grounded. Thus can be canceled into 236H+S or Vanish, which forces your opponent to guess.

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.

Unrestrained Will
Unrestrained Will
[L+M] after recovery
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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.
  • Smash hit causes a sliding knockdown.
  • Works after any ground tech, air tech and DR tech. Doesn't work on grounded hitstun and snapback.

Insane tracking, but is super negative on block, cannot call assists, and can be anti-air'd on reaction. UI Goku can also be safely meatied with lights, so 22S is better to use on the ground if possible.

Z Assists

Rising Heat
Rising Heat
Assist A
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  • Hits all the way to the top of the screen.

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.

Assist B
Kamehameha
Assist B
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  • Goes fullscreen.
  • Launches at a very combo-friendly angle.
  • Slower than the average beam assist, comparable to Cell's.
Unrestrained Will
Unrestrained Will
Assist C
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  • Tracking C Assist.

Super Moves

Accelerating Battle Spirit
Accelerating Battle Spirit
236L+M (Air OK)
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Ground
Air
  • Teleports behind the opponent.
  • Startup reduced if the opponent is in any hitstun.
  • Minimum dmg 750.
Unpolished Instinct
Hold L/M/H/S on hit
  • Switches sides back.
  • Total minimum dmg 1256 (750+506)
Guiding Impulse
Guiding Impulse
236H+S (Air OK)
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Ground
Air
  • 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.
  • 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.
Silver Dragon Flash
Silver Dragon Flash
214L+M or 214H+S (Air OK)
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Ground
Air
  • Minimum Damage: 1758, same as SSJ Goku.
  • +38 on hit, same as Bardock. Leaves you almost fullscreen, limiting okizeme.
  • Charges full screen forward. Ground version tracks vertically during startup.
  • Switches sides on hit.

Navigation

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.

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