DBFZ/UI Goku/Frame Data

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Goku (Ultra Instinct)


Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 7 6 19 -9 3
5LL 700 All 14 4 17 -5 4-17 Low 3
5LLL 300, 800 U3+ Throw 11 1 20 4
5M 700, 400 All, Low 10 5(10)4 17 -5 2
5H 850 / 300,700 U1 All 15 4 26 -13 4
5S 600, 100×3 All 21 5 26 -5 3
2L 400 Low 7 3 13 -4 1
2M 700 Low 13 4 19 -7 2
2H 400×2 / 400,850 U1+ All 13 4(16)2 21 -16 4-16 Head 4
2S 800 All 21 5 30 -9 3 -9
6M 850 High 24 6 4+6L ±0 3 15 18 23
6H Catch Total 56 4-33 Non-throw, non-Super
6H Move Total 4+9
[Total 4+4]
1-15 All
[1-10 All]
6S 200×2, 750×2 All 12 8,13(14)X Total 68  +2 4-49 Ki Blasts 2×2, 3×3
j.L 400 High 6 3 12 1
j.M 700 High 11 4 18 2
j.H 850 / 1000 D1+ [D3+] High 13 4 16 3 / 4
j.S 600, 100×3 All 17 5 32+10L 3
j.2H 850 U1+ All 13 4 24 3


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Godly Display 1064 U1+ All 16 2 16 -2 16-19 All 3
236M M Godly Display 1280 U1+ All 28 1 21 -2 28-35 All 3
236H H Godly Display 1496 U1+ All 16 1 17 -2 16-19 All 3
j.236L L Autonomous Fist 820 All 11 3×7 15(+10L) 3
j.236M M Autonomous Fist 980 D1 All 15 3×7 15(+10L) 3
j.236H H Autonomous Fist 1540 D1 All 11 3×7 15(+10L) 3
214[L] L Unencumbered Mind Total 59 4-52 Projectiles
214[M] M Unencumbered Mind Total 99 4-92 Projectiles
214[H] H Unencumbered Mind Total 93 4-18 All, 19-86 Projectiles
214L Godly Strike 400 / 1000 D1 All 31 5 23(+3L) +3 4-19 Projectiles 3
214M Transcendence 1200 U2+ Throw 31 1 31 4-25 Projectiles 3
214H Embodied Light 1200 U1+ All 18 3 29+10L -5 4-20 All 3
214[X] > L Godly Strike 400 / 1000 D1 All 19 5 23(+3L) +3 3
214[X] > M Transcendence 1200 U2+ Throw 27 1 31 3
214[X] > H Embodied Light 1200 U1+ All 10 [8] 3 29+10L -5 1-12 [1-10] All 3
j.214L Air Godly Strike 400 / 1000 D1 All 28 [21~34] 5 23(+3L) +3 3
j.214M Air Transcendence 1200 U2+ Throw Until L+9 1 31 3
j.214H Air Embodied Light 1200 U1+ All 9 3 41+10L 4-11 All 3
236S Kamehameha 262×5 All 26 -18 3
214[X] > S Kamehameha 262×5 All 24 -5 1-48 Projectiles 3
j.236S Air Kamehameha 262×5 All 26 3
22S Rising Heat 400, 700 All 12 14, X Total 77 -31 1-29 Head 3
Recovery > [L+M] Unrestrained Will 1000 D1 All 30 5 50(+15L) -30 1-30 All 3


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Rising Heat 400, 600 All 26 +25 Head 3
Assist B Kamehameha 200×5 All 35 +30 3 +30
Assist C Unrestrained Will 800, 400 All 51 [21] +25 Full 3


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M Accelerating Battle Spirit 250×10 UDV All 19+4 [6+4] -55 19- All 4
j.236L+M Air Accelerating Battle Spirit 250×10 UDV All 19+4 [6+4] -57 4
236L+M > X Unpolished Instinct 809 UDV All
236H+S Guiding Impulse 2659 Throw Total 70 1-45 Non-throw, non-Super
j.236H+S Air Guiding Impulse 2659 Throw Until L 1-45 Non-throw, non-Super
214L+M Silver Dragon Flash 4359 UDV All 9+3 -25 1-15 All
j.214L+M Air Silver Dragon Flash 4359 UDV All 9+3 Until L 1-15 All


Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

Navigation

Goku (Ultra Instinct)
Ambox notice.png To edit frame data, edit values in DBFZ/UI Goku/Data.

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