DBFZ/UI Goku

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Goku (Ultra Instinct)
DBFZ UI Goku Portrait.png
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.
  • 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
DBFZ UIGoku 5L.png
eSports normal
DBFZ UIGoku 5LL.png
eSports normal
DBFZ UIGoku 5LLL.png
grab normal
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5L
  • Huge range.
  • 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, 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 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.

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. This move is amazing and it just catches people because of all its weird properties. The cursed moves keep coming.

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. Useful in vanish combos sometimes because of it's side-swap properties.

5M
5M
DBFZ UIGoku 5M.png
DBFZ UIGoku 5M2.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.

This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves.

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.
  • Hits from round start distance.
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
DBFZ UIGoku 6H2.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, and if they're airborne, he'll also become 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.

Advantage is dependent on what is countered. For example, countering a jab or a block will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for beefier punishes. In general, anything outside of light normals and ki blasts 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.

6S
6S
Shining Soul
DBFZ UIGoku 6S.png
"When the world needed him most, he vanished."
DBFZ UIGoku 6S2.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
DBFZ UIGoku GodlyDisplay.png
DBFZ UIGoku GodlyDisplay2.png
"skidaddle skidoodle, I fucking rekt the neutral"
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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 supers, as it sideswitches to counter the sideswitch of his base level 1 and level 3. However, using his level 3 afterwards will leave you midscreen. You can use it somewhat similarly to how Kefla uses 214S, as a crossup with a fast assist.

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
DBFZ UIGoku AutonomousFist.png
oraoraoraoraoraoraoraoraora
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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.

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.

L
  • 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.

M
  • Smash hit causes a sliding knockdown.

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.

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]
DBFZ UIGoku UnencumberedMind.png
"Ultra Demon Flip!"
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[L]
[M]
[H]
  • Goku front flips around 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/S will do the corresponding follow-up.
  • Is invincible to all projectiles during flips, including Supers.
Godly Strike
Godly Strike
214L (Air OK) or
Unencumbered Mind > L
DBFZ UIGoku GodlyStrike.png
the most powerful Woah of all time
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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
DBFZ UIGoku Transcendence.png
make them cry for getting hit by a 31f grab
DBFZ UIGoku Transcendence2.png
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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. Ends on the same side you started on if you just did 214M.
  • Cannot hit airborne opponents, even mid-combos.
  • 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.

Embodied Light
Embodied Light
214H (Air OK) or
Unencumbered Mind > H
DBFZ UIGoku EmbodiedLight.png
DBFZ UIGoku EmbodiedLight2.png
GRANDPA SAID NO MASHING
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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.
  • 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.

Kamehameha
Kamehameha
236S or 214S (Air OK) or
Unencumbered Mind > S
DBFZ UIGoku Kamehameha.png
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Ground
Air
Unencumbered Mind > S
  • 236S flips forward, 214S flips backwards.
  • 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.
Rising Heat
Rising Heat
22S
DBFZ UIGoku RisingHeat.png
DBFZ UIGoku RisingHeat2.png
JAM SESSION
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  • A reversal that stays grounded. Thus can be canceled into 236H+S or Vanish though both are completely reactable.

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 it's high damage.

Unrestrained Will
Unrestrained Will
[L+M] after recovery
DBFZ UIGoku UnrestrainedWill.png
GO1 uses this so it must be good, right?
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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. Works on hard knockdowns.

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

Assist A
Rising Heat
Assist A
DBFZ UIGoku RisingHeat.png
DBFZ UIGoku RisingHeat2.png
Captain Commando
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  • 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.

Assist B
Kamehameha
Assist B
DBFZ UIGoku Kamehameha.png
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  • Goes fullscreen.
  • Launches at a very combo-friendly angle.
  • 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. 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.

Unrestrained Will
Unrestrained Will
Assist C
DBFZ UIGoku UnrestrainedWill.png
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  • 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.

Super Moves

Accelerating Battle Spirit
Accelerating Battle Spirit
236L+M (Air OK)
DBFZ UIGoku AcceleratingBattleSpirit.png
*teleports behind u*
DBFZ UIGoku AcceleratingBattleSpirit2.png
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Ground
Air
  • Minimum Damage: 750. Slightly below average.
  • Teleports behind the opponent.
  • Startup reduced if the opponent is in any hitstun.
Unpolished Instinct
Hold L/M/H/S on hit
  • Minimum Damage: 506 (1256 total). Above average damage for double lvl1's.
  • Switches sides back.
  • Can be used to combo into Base Goku's Super Spirit Bomb.
Guiding Impulse
Guiding Impulse
236H+S (Air OK)
DBFZ UIGoku GuidingImpulse.png
Have you seen the man with seven scars?
DBFZ UIGoku GuidingImpulse2.png
No matter you're dead because you tried to punish my DP
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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 mercifully give them a brief window to save themselves.

Don't think of this as much as a reversal as it is a tool to keep other things safe. Like mentioned before, cancelling into this from 22S will catch an opponent punishing you with a strike, but it can also be used to catch a panic vanish after a 6H that puts you airborne (which will happen a lot). It can trigger on assists as well.

Silver Dragon Flash
Silver Dragon Flash
214L+M or 214H+S (Air OK)
DBFZ UIGoku SilverDragonFlash.png
DBFZ UIGoku SilverDragonFlash2.png
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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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