DBFZ/UI Goku

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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) automatically dodges small projectiles while walking forward. This is indicated by a short bubble on a successful dodge, similar to Videl's spotdodge.

Playstyle

 UI Goku  UI Goku is shiny. More on his actual strengths to come.

Pros
Cons
  • Autododge lets him counter zoning to an extent
  • He's not out yet



Normal Moves

5L
5L
DBFZ UIGoku 5L.png
DBFZ UIGoku 5LL.png
DBFZ UIGoku 5LLL.png
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5L
  • Might be a medium a la Jiren
5LL
  • Vacuums like Bardock's autocombo. Can't use 2M afterwards
5LLL
  • Grab. Can be used for tick throws
5M
5M
DBFZ UIGoku 5M.png
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  • Jump cancelable on the first hit.
5H
5H
DBFZ UIGoku 5H.png
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  • Pretty good corner carry (?)
  • Launches like S Broly's 5H, which might make rejumps harder (?)
5S
5S
DBFZ UIGoku 5S.png
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  • Combos into SD
  • Beam properties (?)
  • Chains into itself 4 times.
2L
2L
DBFZ UIGoku 2L.png
Blursed normal
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  • Hits low, so he's automatically good.
2M
2M
DBFZ UIGoku 2M.png
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  • Placeholder
2H
2H
DBFZ UIGoku 2H.png
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  • Hits twice. Smash on 2nd hit.
2S
2S
DBFZ UIGoku 2S.png
"Neutral? What's that?"
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  • This is a GT anti-air beam. Hits twice.
6M
6M Template:AttackDataHeader-DBFZ
  • Placeholder
6H
6H
DBFZ UIGoku 6H.png
Chacha real smooth
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  • Command dodge for everything in the game, physical and projectile, grounded and air, assists, you name it.
  • On successful activation, Goku will slide behind the opponent allowing for immediate followups.

Seems to have a short amount of invulnerability afterwards to prevent projectiles or autocorrecting from hitting Goku. This effectively wins neutral automatically.

6S
6S
DBFZ UIGoku 6S.png
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  • Second part of the move wallbounces.
j.L
j.L
DBFZ UIGoku jL.png
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  • Placeholder
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
  • Placeholder
j.S
j.S
DBFZ UIGoku jS.png
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  • Placeholder
j.2H
j.2H
DBFZ UIGoku j2H.png
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  • Standard j.2H that can be jump cancelled on non-Smash hit.
  • Can combo into j.L with Smash like Kefla.

Special Moves

Special 1
Special 1
236L/M/H
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L
  • Placeholder
M
  • Placeholder
H
  • Placeholder
Special 2
Special 2
j.236L/M/H
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L
  • Soft knockdown
M
  • Sliding knockdown
H
  • Side switches and Ground bounces
Special 3
Special 3
214L/M/H
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L
  • Flips and punches upside down. Safe on block(?)
M
  • Flips and grabs the opponent upon landing. Side switches
H
  • Goku disappears and reappears midair. A reversal that leads to a combo on hit
Special 4
Special 4
236S or 214S (Air OK)
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236S
214S
  • Goku flips forward or back depending on the input used and fires a beam angled downward similar to Cell's j.236S
Special 5
Special 5
22S
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  • Reversal
Special 6
Special 6
[L+M] after Air Tech
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  • Teleports in front of the opponent and does the Goku staple Charge

Z Assists

Assist A
236S
Assist A
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  • Placeholder
Assist B
22S
Assist B
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  • Placeholder
Assist C
???
Assist C
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  • Placeholder

Super Moves

Super 1
Super 1
236L+M (Air OK)
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Ground
Air
  • Switches sides
Super 1+1
Hold L/M/H/S on hit
  • Switches sides back
Super 2
Super 2
236H+S (Air OK)
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Ground
Air
  • Placeholder
Silver Dragon Flash
Silver Dragon Flash
214L+M or 214H+S (Air OK)
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Ground
Air
  • Switches sides

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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