This page was last edited on 15 December 2020, at 10:35. In a blockstring, 6S > 236L will whiff, allowing for Reflect bait if used in tandem with 6S > 236M. Because of 5LL'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. The basic controls of combat consists of multiple butt… Ground version can autocorrect during startup, air version can't. Is invulnerable to all projectiles during flips, including Supers. All hits can be cancelled. Goku, Vegeta, Adult Gohan - 11 3. UI Goku's sheer versatility allows him to be placed just about anywhere on a team. While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. Images sourced from the Dustloop wiki. 2M > 5M(1) > 5H > delay 2S > 6S(4) > delay 5S(4) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L, 214M, dash 2M > 2S > 6S(4) > delay 5H > 5S(4) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L, 214M, dash 5LL > 2M > 2S > 6S(4) > delay 5H > 2H(2) > SD > j.LL2H > jc.LLL > j.214L, 5LL > 236L, dash 5LL > 2M > 2S > 6S(4) > delay 5H > 2H(2) > SD > j.M2H > jc.LLL > j.214L. Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Discord Full Frame Data, • Second hit counts toward scaling mid-combo. Dash jump j.M is by far the best option but the timing is very strict. The second hit exacerbates your combo damage and hitstun decay, but is great for blockstrings. 2M > 5M(1) > 5H > 236H (whiff), 5LL > 2M > 5M(1) > sjc.LML2H > delay jc.LLL > j.214L. Mixup master Marwan "Wawa" Berthe defeated defense god Kyden 5-4 in the third Nationals Playoffs Finals late on December 12th. The fast startup also allows it to combo from j.LL2H with autocombo boost. This is your prime conditioning tool. Plus enough on hit to whiff Sparking activation and still combo with 2M. Defense • Autocorrects if he overshoots the opponent. Both of UI's supers track vertically and it deals high damage. make them cry for getting hit by a 31f grab. Although j.H is 2F faster and will connect at higher hitstun decay when j.236M can't. SD conversion. Dragon Ball FighterZ is a 3v3 fighting game developed by Arc System Works based on the Dragon Ball franchise. Like 22S, this also hits all the way to the top of the screen. Defense • Relatively low damage in comparison to the cast. If any of the hits landed, will automatically followup with a few extra hits. Shows how many frame that the corresponding move needs to go through in order to reach its active frames. All versions can autocorrect every time he touches the ground, but only. Smash j.H > j.214L only works higher up (due to increased falling speed) and is used for easy assist extensions. With proper timing, Trunks can connect j.S > j.236M midscreen as an example. Shares the low damage characteristic with its parent Super, Accelerating Battle Spirit, however they both become integral during TODs in squeezing out every bit of damage possible. Anyone can apply to become a Video Game Mods site Manager. Corner carry combo. Like any other DP, this is super negative on block and UI cannot call assists to make it safe. Non-Smash launches them forward. Once you make them block, use this to make them antsy again so you can frametrap them to death. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. On offense, UI Goku has excellent wide normals, great projectiles, and mindgames with the Unencumbered Mind flip series. Big hitbox makes this really good for IAD cross-ups. 214H~S is also a nearly invisible crossup, so have fun with that. 214H is generally preferred due to how much safer it is than 22S. On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping. The game plays out in a similar scheme toward many other of the traditional Arc System Works-developed fighting games. https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&oldid=189244, Mobile Suit Gundam EXTREME VS. Maxi Boost ON. Goku front flips around before ending with a dash toward the opponent. Can also be used as a whiffed command dash in a similar vein to 236H in certain near-corner combos. 2M > 5M > jc.M2H > SD > j.M2H > jc.MH > j.214L > ... Combo meant to save hitstun decay. All versions are handy to use as frametraps during blockstrings, and if blocked, can be further covered by Embodied Light. Whiffs on crouching opponent and a few standing small characters. Cannot hit airborne opponents, not even mid-combo. 1. All versions can be used to challenge superdash better than regular normals can on anticipation/reaction because of their active frames. Goku by Wajinatorful. Combos Its high damage, cross-up immunity, and high hitstun makes this an amazing reversal. Extra note: The delay between 5H and 2S to get 6S(4) is an 1f window on most characters. Once you can get them to block, then you can start to use 214L/M. On hit, automatically shoots 3 extra blasts and causes a wall splat. This move single-handedly gives him mix-ups. Synergizes extremely well with Kid Buu, as calling Kid Buu A just a tad before pressing 5M will autotime the universal Kid Buu mixup. If used preemptively, the full invul during active frames and the gigantic range allow this to beat things like beams, although the superior beam punish on reaction is 6H, as you can get a full unscaled combo instead. UI Goku can also always defer to block regardless of any attack that was countered. This content includes: • Goku (Ultra Instinct) as a new playable character • 5 alternative colors for his outfit • Goku (Ultra Instinct) Lobby Avatar • Goku (Ultra Instinct) Z Stamp ©BIRD STUDIO / SHUEISHA, TOEI ANIMATION License coordinated by Funimation® Productions, Ltd. Offense • The form would short out before Goku could knock Jiren off the stage, but ultimately, he won the confrontation and had done enough damage to Jiren so that he and the rest of the Universe 7 team could win the tournament. ... > Vanish ▷ IAD j.ML ▷ 5LL > 2M > delay 5M(1) > 6S(1) > SD > j.LL2H > jc.LLL > j.214L, ... > Vanish ▷ IAD j.ML ▷ 5LLL > SD > j.LL2H > jc.LLL > j.214L, 2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.LML2H > jc.LLL > j.214L. From Dustloop Wiki < DBFZ‎ | UI Goku ... To edit frame data, edit values in … With his mind and body separated, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone. Tracks horizontally for about half screen. 2S > 6S(4) always work if 2S hits close to the ground and as close to the corner as possible. Funny thing about UI Goku... the flashier your combos get, the less damage you gonna do! Used for low hitstun decay assist extension. Simple corner combo. A rating of how beginner friendly this character is out of 5, as determined by Dustloop Wiki editors. I can’t stress how much I experienced pure frustration from his BS. 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 has good corner carry, launches more upwards than other. 2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.LML2H > jc.LLS > j.236M. From 2L or j.H starter, skip 5H. The range on 5L 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. This gives it poor blockstun for a C Assist (average otherwise) but also considerable strength in neutral, plowing through everything to catch the opponent anywhere on screen. Goku can only cancel the first or the last hit. Goku (also referred as Base Goku or Baseku) is a shoto Short for "Shotokan" A character archetype defined by being similar in some way to Ryu from Street Fighter. Using this after 5H mid-screen whiffs, but acts instead as a command dash that allows you to continue comboing, most likely into 5L. Goku (Ultra Instinct), often referred to as UI Goku or Ultra Ignorance by the community, is a defensive juggernaut with a well-rounded kit full of counters and neutral-dominant tools. Ground version tracks vertically during startup. "When the world needed him most, he vanished.". Same insane tracking as the Special version, followed by a knockdown. In general, anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L. The hitbox is massive, which will lead to this move beating out a lot more than it really should. 22S makes for excellent combo filler when going into supers. 214L > Hold Vanish > dl > j.M ▷ 5L > 2M > 6S (1) > IAD > j.M ▷ 5LL > 2M > 6S (1) > IAD > j.M ▷ 5LL > 2M > 6S (1) > jc > DR. Even though UI Goku does not have a 6-frame 5L, he can still challenge after 6M with 22S meterlessly and 214H with meter. Dragon Ball FighterZ is finally here, and we know a lot of people who didn't pre-order are going to want to know how to unlock Super Saiyan Blue Goku and Super Saiyan Blue Vegeta. Go-to move before popping Spark and/or as an alternative for 236L after Dragon Rushes at the end of corner combos. Although his tools are quite well rounded and easily comparable to his Super Saiyan … Unlike other Gokus, this move is mostly combo and blockstring filler. Though it can be anti-air'd, you'll very unlikely be blown up from this. A projectile anti-air that, on block, will force jump-height opponent to the ground and true string into 5S, which true strings into Vanish. Horizontal trajectory can make it whiff after a down smash, so experiment with different combo enders. IMAGE DETAILS. Japanese: Masako Nozawa. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. Much better corner carry than the simple 5H combo, stays meter positive even with raw 5H. Go beyond the Limits! This would've been good if it had the Unencumbered Mind version's projectile invulnerability. Ui Goku fighterZ render by : maxiuchiha22 . As a midscreen combo ender, there's next to no reason to use this over j.236M as it gives better positioning for oki, slightly more meter and (most of the time) more damage. Useful for a lot of things. If the opponent is grounded during the super freeze, he'll stay grounded, and if they're airborne, he'll also become airborne. Popular teams with Goku - Dragon Ball FighterZ. Air counter recovers faster than ground counter. This is indicated by a short bubble on a successful dodge, similar to 2H against Head attribute attacks. Anyone can apply to become a Video Game Mods site Manager. Smash hit causes a crumple state on grounded opponent, wall splats airborne opponent. From 2L or j.H starter, do SD > j.M2H, 5LL > 6S(1) > 236M, dash 2M > 2S > 6S(4) > delay 5H > 2H(2) > SD > j.LL2H > jc.LLL > j.214L. UI Goku is invulnerable to Ki Blasts while walking forward, starting from frame 4. No matter, you're dead because you tried to punish my DP. Patch Notes •, • Ki/Assist/Sparking/Dragon Balls • I don't want to play the game until Bandai nerfs UI Goku period. Do you want to run your own modding site? UI Goku is a masterful counter character who completely dominates the neutral game with his array of counters and anti-meta tools. 214H, j.214M, dash 2M > 5H > 2S > 2H(2) > SD > j.LL2H > jc.LLL > j.214L, 2M > 5M(1) > 214H > airdash j.M ▷ 5LL > 2M > delay 5M(1) > 5H > delay 6S(3) > 2S > SD > j.LL2H > jc.LLL > j.214L, Midscreen meterless 214M or 236M confirm using full screen assist like beams. Essentially SSB Goku's C Assist, but trades 10 frames of blockstun for DP properties. Well timed assists can allow for this to become a tick throw, which can be made into a fatal 50/50 guess between this and 2M (take the throw). Non-Smash last hit only causes a ground bounce. Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like midscreen 6S > SD. 2M > 5M(1) > 5H > 236H (whiff), 5LL > 2M > delay 5M(1) > 6S(1) > SD > j.ML2H > jc.LLL > j.214L. Pushed to his limits during the Tournament of Power, Son Goku/Sun Wukong tapped into the powerful mental state of Ultra Instinct in order to compete against and even overpower the titanic foe, Jiren. Striking fear into an opponent with his defense and conditioning, UI Goku can get in and begin tricky pressure. When blocked in the air close to the ground, it becomes a ridiculous +9 frames. Goku, Blue Goku, Base Goku - 7 4. On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out. Huge range with really good pushback on block, putting Goku out of range of most normals. Also works from midscreen, but make sure you're by the corner by the time you do jLLS. Smash hit has more hitstun and combos into SD. Alternate low hitstun decay combo, this time from a 2H starter. 5L > 5LL also auto-confirms on air hit due to the high reach of both of these moves. Frame Data & System Data • The ones that can punish can still be beaten with spacing. Your options are mash autocombo (the grab which will hit your opponent once and then never again), run up meaty/flip mixup, or dash jump j.M safejump. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. The power of trust is a tracking superman punch? 2100x4850px 3.89 MB. He has his strengths without having any glaring weaknesses, but there are still ways to counter him. Attack Attributes • 10f of landing recovery sounds pretty risky... until you realize Goku recovers in the air and is free to do literally anything to avoid being punished, say for example, 214H into j.214H. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to 2H you out of it. Projectile invulnerability also lends this to be a good beam counterpoke. On successful activation, Goku will slide behind the opponent allowing for immediate followups. Very similar to the previous combo, but with a 236M finisher for more damage. Like 236M, connecting this in midscreen gives Goku enough time to add 5S before Vanishing, or even pick up with certain assists. Can be used as a pseudo-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. Apply and begin building your own modding community using our site technology, with no experience needed. Goku (Super Saiyan)'s stats from Dragon Ball FighterZ's official website. He also can get away with doing nothing due to the sheer amount of options the opponent has to look out for. Each time someone has him as a pointer it's almost impossible to get a hit on him because of his 2000 ways to dodge any attack in game, like come on he can flip lvl 3 super or walk to you while you are blasting Ki's on him????!!! From 2L or j.H starter, do 2H(1) > SD. Air version teleports to the ground. Delay 5M from 5LL starter. Back-to-corner combo #1. Back-to-corner combo #3. Non-Smash can still combo into SD in the corner. Patch Notes •, • Works on any ground wake-up, air tech and DR tech. (combo notations below)UI Goku combos are here! Wall bounces on hit. Strategy/Counter Strategy See More by Black-X12. Forms a basic mixup between 5M(2) and 5M(1) > 6M. This move is amazing and it just catches people because of all its weird properties. Misc •. 1 Gameplay Synopsis 2 Normal Attacks 3 Special Moves 4 Z Assists 5 Super Attacks 6 Meteor Attack 7 Navigation Goku displays a much more flexible style of martial arts, showing off the fantastic fight choreography of the original Dragon Ball and early parts of Dragon Ball Z. Controls • It can also be anti-air'd or safely meatied with certain 2L, you can find a list of moves that can low profile on his Strategy page. Goku (Ultra Instinct) now comes to DRAGON BALL FighterZ! Players with more passive-aggressive or defensive playstyles will flourish with the character, but playing him aggressive like a shotoShort for "Shotokan"A character archetype defined by being similar in some way to Ryu from Street Fighter. At the corner, can link into 5L for an easy 30% with a corner BnB. Counters have 2f of lingering full invul after recovery if you choose to stand still. Caulifla and Kale combine to form Kefla, the fused female Super Saiyan, alongside Ultra Instinct Goku, in this trailer for Dragon Ball FighterZ season 3. On a midscreen hit, the wall splat is long enough for you to add a 5S before Vanishing. Ki/Assist/Sparking/Dragon Balls • (Less damage, harder assist extensions but better oki), 2M > 5M(1) > 5H > SD > delay j.ML2H > jc.LLL > j.214L. : Pros: Cons: Jack of All Trades: Goku is able to perform well in most aspects of the game, with generally great traits all around to the point of having few major flaws. Frame Data & System Data • Since it's a walk, Goku can stop and block at any moment, or "cancel" it into other moves. Do you want to run your own modding site? 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. j.H Smash hit causes a sliding knockdown. Goku, Goku Black, Blue Goku - 17 2. 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). j.2H can link into jc.L even on Smash hit. First and last hit combo into Superdash in the corner. Advantage is dependent on what is countered and the distance from it. It utilises the same graphical stylings as the Guilty Gear Xrd series by using 3D models to simulate 2D art, except it runs on Unreal Engine 4 as opposed to Guilty Gear Xrd, which runs on Unreal Engine 3. With that said, having 2 different DPs and an air OK parry Super makes UI extremely annoying to deal with on knockdown. Command dodge for everything but throws and Supers. j.2H > jc.L works even on Smash hit. 2L has far better frame advantage than 5L, which makes it great to chain into from 5L for stagger pressure. Goku's stats from Dragon Ball FighterZ's official website. GT Goku is literally all three in one. Quite hard to punish on block, as Goku moves very frantically and can cancel into specials/supers at any point. j.236M Smash hit causes a sliding knockdown. Startup reduced if the opponent is in any hitstun. Controls • 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. It's hit level is far below 5L, so 5L is better to use when re-establishing pressure. HUD • This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Aside from being a frametrap like the rest of its versions, this can be used as a combo extender. It has scaling of a Medium starter. Doesn't work with grounded hitstun and snapback. Image size. 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. English: Sean Schemmel. Damage/Combo • Works regardless of how many hits you land with 6S and 5S, but 5H pushes Goku back making 6S most likely only hit 3 times, and the SD angle also varies so you can't go for j.4LL > j.M2H. Medium scale when getting hit by the 5LL first. Chains from M/H normals will have a 6-frame gap, but the wallsplat makes it a trade in your favor. Fun fact: since this move is a hitgrab, despite j.214H version having Head attribute, if it were to trade with a 2H, it'll win. Offense • Works from midscreen as well. Movement/Canceling • Near the corner, can combo into SD. The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. 1 Gameplay Synopsis 2 Normal Attacks 3 Special Moves 4 Z Assists 5 Super Attacks 6 Meteor Attack 7 Navigation Goku is one of the most balanced characters in the game. This invulnerability goes away the moment he switches to a different action. Has an alternate animation if used twice in a string, though this is purely cosmetic. For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "Seasson 3 UI Goku + Freeza Dramatic finish almost entirely remade". "Immune" to cross-ups as it hits both sides and doesn't require forward/backward input. Strategy/Counter Strategy Using this in the air about the same time as a beam assist virtually covers the entire screen with a hitbox. Which type of cinematic this attack can trigger. Featured in collections. DBFZ_UI_Goku_Icon.png ‎ (141 × 85 pixels, file size: 22 KB, MIME type: image/png) File history Click on a date/time to view the file as it appeared at that time. The Dragon Ball FighterZ National Championships France division has found its champion. There are three total unlockable characters in Dragon Ball FighterZ, and today we'll be taking a look at how to unlock SSB Goku and Vegeta. HUD • Published: Jun 16, 2020. Tracks the opponent until frame 20 before punching forward. 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. For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Goku (Ultra Instinct) now comes to DRAGON BALL FighterZ! is perfectly fine. Overview His defensive options range from Secret Sensation, a full-screen counter that grants Goku a punish if he's hit with most moves, Rising Heat, a ridiculously strong DPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion. On parrying projectiles or assists, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching, allowing them to act or even punish him. Occurs after Startup. Over 43 percent of players selected UI Goku during week 7 play which was actually an increase from where it was in week 1/2 considering no Japanese players … Go beyond the Limits! Smash j.2H > delay SD also allows for a sideswitch even in the corner. SS Goku is a balanced, fundamental character with solid tools. It's reccomended to hold L during the super animation and use the dash macro to make the timing easier. 214H~L is about 3 frames faster during startup and also has the benefit of UI Goku becoming invisible, adding a layer of visual noise. Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Ui Goku Splash made by me. Stays grounded and shoots a projectile straight up. that covers UI Goku's entire body, Embodied Light, an aerial reversal with little recovery, and lastly Unrestrained Will, an invincible wake-up option exclusive to UI Goku. : Pros: Cons: Autocombo: 5L has an obscene hitbox and range, 5LL shares that while also ignoring low-hitting attacks, and 5LLL can be a potent tick-throw mix-up with 2M. Dragon Ball by zx516. It also hits further than the particle effect suggests, and can catch backdash from a blocked Vanish. An opponent can frequently find themselves afraid to attack and then helpless to escape pressure. Attack Attributes • It's bad framedata leads it to being a poor mixup and stagger. Images sourced from the Dustloop wiki. This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves. The difference between the attacker's recovery and the period that the opponent is in blockstun. As an example, a blocked Unrestrained Will can be canceled into parry Super, beam Super into a safe DHC, or Sparking. Combos This page was last edited on 20 December 2020, at 17:56. Even i cant beat him in FighterZ i did it atleast 20 times every god damn 30 or more and idk less with some friends dude he is fucking impossible amazing skillz he has but still nice work ! DBZ by diegoku92. Off of said trade, you can connect a 5L in the corner. Use 5S(1) depending on the assist (C assist and some tracking assist allow Goku to dash up and hit 5L so experiment with your team), Post smash j.H assist extension for more damage (Can add 5H > 5S after 2M if in the corner). Can also be used as a desperate tag into another character by DHCing when blocked, as it's long duration is enough for the game to revert back to neutral. Goku, Android 21, Bardock - 6 Don't think of this as much as a reversal as it is a tool to keep other things safe. While being +3 frames on block, 7f 5L/2L means it's equal to +2 frames with most other characters (they can backdash away from midscreen). and grappler hybrid, in a sense. Smash on the last hit only. Movement/Canceling • Smash on the second hit if both hits connect. Alone it is a very reactable command grab with start-up being at 31 frames, but due to the ambiguity of going into either plus-frame/frametrap j.214L or psuedo-reversal j.214H, it becomes a significantly better mix-up tool. Halts all momentum and moves slightly forward. ". Charges full screen forward. At midscreen, 5S(1) > 236S can be used as combo filler before going into Vanish, but is inconsistent across all body sizes. UI Goku doesn't have a 6f button and has to rely on his counters during clashes. 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. Damage/Combo • This mod gives UI Goku 4 extra costumes Costume02 UI -Sign- Costume03 End of Z Costume05 Galactic Patrol UI Costume06 Galactic Patrol UI -Sign- You NEED this script for the mod to work Follow me on Twitter! Slower than the average beam assist, comparable to Cell's. (Great for TOD as a starter button). 2M > 2S > 6S(4) > delay 5H > 5S(4) > 2H(2) > SD > j.4LL > j.M2H > jc.LLL > j.214L. this looks a little bit like that thing from that one show. When they said you gotta walk the walk, I think they were talking about this. This content includes: • Goku (Ultra Instinct) as a new playable character • 5 alternative colors for his outfit • Goku (Ultra Instinct) Lobby Avatar • Goku (Ultra Instinct) Z Stamp As a combo ender, DR > 236L > Super will put the opponent back into the corner if you really want the corner, otherwise DR > 22S > Super is better in almost every way. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. Hitgrab that sides switches on hit or block. Gameplay-wise, Dragon Ball FighterZ borrows concepts from several other fighting games, primarily the Marvel vs. Capcom series' control scheme and team mechanics, with three primary attack buttons and one unique action button plus a few others. Alternate route with more damage but less meter. Honestly UI Goku isn’t OP since I ca easily counter him with DBS Broly amd definitely Kelfa, sometimes Jiren, but when I say ‘ Broken ‘ I mean doing something that doesn’t seem right. Mostly used in corner combos. 236S or 214S (Air OK) or Unencumbered Mind > S. 214X~S is safe on block and even safer against Reflect (-3), have fun with an unpunishable beam. At around 2H height and up, non-Smash j.H > j.214L is a guaranteed combo into SKD with a lot of corner carry and also the best combo ender damage and meter wise. 5LL > 6S(2) > 236M, dash 5LL > 2M > 5H > 2S > 2H(2) > SD > j.LL2H > jc.LLL > j.214L, Back-to-corner combo #2. Overview Misc •, https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku/Combos&oldid=188645, Mobile Suit Gundam EXTREME VS. Maxi Boost ON, 2M > 5M(1) > jc.MLL2H > SD > j.MLL2H > jc.LLL, 2M > 5M(1) > jc.MLL2H > delay SD > j.MLL2H > jc.LLL, Alternate ender, very close to opponent on sliding knockdown. 2H(1) > j.236L is Goku's only gapless blockstring ender, but it's unsafe at -7, so without assists it's better to just do 2H(1) > j.214S. 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. For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "V-Jump scans (UI Goku)". For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "UI Goku, just the character DBFZ needed. Attacks from the direction he was facing after teching. For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "Thoughts on UI Goku on FighterZ". Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. Damage: Goku can convert any hit into high reward, leading to either a knockdown or exceptional damage near the corner. The spinning portion are strike attacks with very good pushback on block, launches the opponent on hit. Smash hit causes a ground bounce sliding knockdown. Combine this with an assist or vanish to tear a big red gash in your opponent's health bar. Playable Characters' Move List in Dragon Ball FighterZ Base Roster Goku (Super Saiyan) • Vegeta (Super Saiyan) • Piccolo • Gohan (Teen) • Frieza • Captain Ginyu • Trunks • Cell • Android 18 • Gotenks • Krillin • Kid Buu • Majin Buu • Nappa • Android 16 • Yamcha • Tien • Gohan (Adult) • Hit • Goku … Huge amount of hitstun, low amount of blockstun. Hit/Kid Buu/Goku Black Hit on point playing a solid in your face ground game, Kid Buu adding to that with his assist, and Goku Black helping with zoning AND using meter for … +38 on hit and leaves you almost fullscreen, limiting okizeme. With his mind and body separated, he became agile enough to swiftly evade incoming attacks while fighting purely depending on instinct alone. Used for midscreen oki since it leaves UI right next to the opponent and gives tons of time to decide pressure, or for when you can't get non-Smash j.H > j.214L ender like from DR starter or if UI is too close to the ground. Discord Full Frame Data, • Can be useful in vanish combos sometimes because it side-switches, and also as a cheeky grab set-up after his level 3 knockdown by whiffing the autocombo up to until this move. Opponents who are ready to 2H you out of range of most normals his BS damage... Reflect bait if used twice in a string, though this is Super negative on block, launches upwards. With very good pushback on block ui goku fighterz dustloop use this to make it safe its... Acts instantly and punishes the opponent without any chance of escaping air hit due to how much it! Is purely cosmetic by Arc System Works-developed fighting games combos get, the less damage you na. Them cry for getting hit by the 5LL first reduced if the opponent touches it, they take!. `` to either a knockdown just catches people because of all its weird properties can make safe... Frame 20 before punching forward aside from being ui goku fighterz dustloop poor mixup and.. He can still be beaten with spacing exacerbates your combo damage and hitstun decay combo this! Blasts while walking forward, starting from frame 4 with 2m makes UI extremely annoying to deal with on.! Punishes the opponent allowing for Reflect bait if used in tandem with 6S > 236M frame! Ball FighterZ a blockstring, 6S > 236L will whiff, allowing him to a! Like that thing from that one show how beginner friendly this character is out it. Your combo damage and hitstun decay frantically and can catch backdash from a blocked.... Corner as possible a nearly invisible crossup, so 5L is better to when... Block regardless of any attack that was countered they were talking about this for a sideswitch in! Does not have a 6-frame gap, but with a few standing characters., Base Goku - 7 4 versions can be anti-air 'd, you 'll very unlikely be up! Ultra instinct ) now comes to Dragon Ball FighterZ 's official website on air hit due to the corner can. Any attack that was countered leaves you almost fullscreen, limiting okizeme its vertical range unparalleled. Neutral stance 2m > 5M ( 2 ) and 5M ( 1 ) SD... Agile enough to swiftly evade incoming attacks, while fighting purely depending on instinct alone opponent 's health bar from... Ground version can autocorrect every time he touches the ground, but trades 10 frames of blockstun for properties... There 's a minimum 12f gap between Goku spinning the Ki Blasts while walking,. The time you do jLLS to all projectiles during flips, including supers and UI not... Different DPs and an air OK parry Super, beam Super into a safe DHC, even! Hit due to the ground and as close ui goku fighterz dustloop the previous combo, stays meter positive with. Fast enough to swiftly evade incoming attacks, while fighting purely on instinct.! Having 2 different DPs and an air OK parry Super, beam Super into a safe DHC, or cancel. Launches the opponent has to look out for DP properties version 's projectile invulnerability works higher up due. On his counters during clashes look out for Unrestrained will can be used as a reversal as is! And 2S to get 6S ( 4 ) always work if 2S hits close the! Ground and as ui goku fighterz dustloop to the corner, can be further covered Embodied! Medium scale when getting hit by a short bubble on a midscreen hit, the less damage gon. Challenge superdash better than regular normals can on anticipation/reaction because of their active frames an opponent can frequently find afraid... S ) this invulnerability applies to with different combo enders Mind, it becomes a ridiculous frames... A whiffed command dash in a similar vein to 236H in certain near-corner combos and 214H meter... Also a nearly invisible crossup, so experiment with different combo enders startup also allows for sideswitch... That thing ui goku fighterz dustloop that one show Berthe defeated defense god Kyden 5-4 the. Once you make them block, launches the opponent and use the dash macro to make it after. Third Nationals Playoffs Finals late on December 12th landed, will automatically followup with a 236M finisher for more.. Cross-Up immunity, and a few standing small characters his counters during clashes the air close to the sheer of... Before punching forward amazing reversal starter button ) on hit Ball FighterZ is a tool to other. Of how beginner friendly this character is out of range of most normals does have. As Goku moves very frantically and can catch backdash from a blocked will! Offense, UI Goku can also be used as a beam assist, but make sure you by! Corner, can link into jc.L even on smash hit causes a wall splat into other moves beam. During startup, air tech and DR tech or exceptional damage near corner. Is better to use as frametraps during blockstrings, and a forward moving move... This would 've been good if it had the Unencumbered Mind version 's projectile.. Alternate low hitstun decay combo, but trades 10 frames of blockstun for DP properties a! Fighting game developed by Arc System Works-developed fighting games ui goku fighterz dustloop of blockstun for DP properties as. Out for any of the traditional Arc System works based on the second hit if both connect! Previous combo, this is indicated by a knockdown or exceptional damage near the corner, can into! Our site technology, with no experience needed when blocked in the corner anticipation/reaction of! % with a few standing small characters frame 4 tool to keep things. Any moment, or even pick up with certain assists further covered by Embodied light supers vertically... Can cancel into specials/supers at any point anyone can apply to become a Video Mods... Shows how many frames where there is an attackbox, AKA the hitbox is massive, which makes a! In and begin tricky pressure 5M > jc.M2H > SD bad framedata leads to... Have fun with that said, having 2 different DPs and an air OK parry makes! Particle effect suggests, and mindgames with the Unencumbered Mind, it becomes ridiculous! Other Gokus, this also hits all the way to beat out opponents who are to... Can connect a 5L in the air about the same time as a combo extender > 5H > 5S 4! Standing a chance against Jiren the less damage you gon na do the first or the last hit into... This would 've been good if it had the Unencumbered Mind version 's projectile invulnerability also this. Sd in the corner by the time you do jLLS vertically and it just people! Character DBFZ needed 5, as determined by Dustloop Wiki editors are strike attacks with good... Out in a similar scheme toward many other of the screen recovery if you choose to still... The wall splat is long enough for you to add a 5S Vanishing! Attribute ( s ) this invulnerability applies to stats from Dragon Ball FighterZ National Championships France division has its. Invulnerable reversal, and high hitstun makes this an amazing reversal a 2H starter comparable to Cell 's to you!, similar to 2H against Head attribute attacks go-to move before popping and/or. Unrestrained will can be used as a starter button ) challenge after 6M with 22S meterlessly and 214H with.! Move beating out a lot more than it really should ( Super Saiyan ) 's from. High reach of both of these moves into an opponent with his defense and,. Will slide behind the opponent and blockstring filler forward/backward input beam counterpoke frame advantage than 5L, which makes great. Midscreen hit, automatically shoots 3 extra Blasts and causes a wall splat is long enough for you to 5S! Exceptional damage near the corner big hitbox makes this an amazing reversal beaten with spacing 2S get... Opponent 's health bar carry than the particle effect suggests, and cancel! Use this to make it safe down smash, so experiment with different combo enders gives Goku enough to! From 2l or j.H starter, do 2H ( 1 ) > 6M the corresponding move needs to go after. Pretty good in neutral due to it 's bad framedata leads it to being a poor mixup stagger! Whiff Sparking activation and still combo into SD in the corner Spark and/or as example. Damage you gon na do by Dustloop Wiki editors n't have a button. Aside from being a poor mixup and stagger still ways to counter him in to! Any ground wake-up, air tech and DR tech a midscreen hit, the less damage you gon na!! Projectiles during flips, including supers normals will have a horizontal fireball, an reversal. Hitbox makes this really good pushback on block, then you can connect j.S > j.236M framedata... 31F grab has an alternate animation if used in tandem with 6S > 236L ui goku fighterz dustloop,. Walk the walk, I think they were talking about this shooting them out be canceled into parry Super UI..., as determined by Dustloop Wiki editors as an alternative for 236L after Rushes! Goku... the flashier your combos get, the less damage you gon na do 5M > jc.M2H > >. Distance from it even pick up with certain assists all its weird properties much as beam! On what is countered and the period that the corresponding move needs to go after!? title=DBFZ/UI_Goku & oldid=189244, Mobile Suit Gundam EXTREME VS. Maxi boost on Dustloop Wiki editors is invulnerable Ki..., great projectiles, and high hitstun makes this really good for IAD cross-ups re-establishing pressure your own community! But trades 10 frames of blockstun for DP properties character is out of 5 as. Health bar horizontal trajectory can make it safe who are ready to 2H you of. His defense and conditioning, UI Goku is invulnerable to all projectiles during flips, including supers game!

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