Read more: DBFZ National US West: Jonathan Tene beats Reynald in crazy nine-game Grand Finals ; So far, Season 3 has brought us UI Goku, Kefla, and Master Roshi. Which type of cinematic this attack can trigger. View Comments. A counterattack which causes Goku to evade any incoming attack. An opponent can frequently find themselves afraid to attack and then helpless to escape pressure. Depending on the position, you can get both Ki Blasts to hit, which allows for otherwise impossible combo routes like midscreen 6S > SD. 214H~S is also a nearly invisible cross-up, so have fun with that. Goku can only cancel the first or the last hit. 13 Comments. Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. On hit, Goku moves past the opponent, attacking them with a barrage of blows, and then fires an massive Kamehameha at point-blank range. Links into 5L in the corner for an easy 30% with a corner BnB. Like his GT counterpart, the voice clip comes from his Super Saiyan form. On block, there's a minimum 12f gap between Goku spinning the Ki blasts > shooting them out. On hit, automatically shoots 3 extra blasts and causes a wall splat. On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping. Download the Rar. For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. Advantage is dependent on what is countered and the distance from it. I don't want to play the game until Bandai nerfs UI Goku period. Using this after 5H mid-screen whiffs, but acts instead as a command dash that allows you to continue comboing, most likely into 5L. If called carelessly in neutral it can be 2H'd. Stays grounded and shoots a projectile straight up. Performs two jumping kicks. Grants Goku invincibility toward all projectile-based attacks during movement. Having this button reflected leaves UI Goku too far away to meaningfully continue pressure. 1. Does jumping a modified axe kick with both legs. No matter, you're dead because you tried to punish my DP. This news about Goku (Ultra Instinct) being added to DBFZ as a downloadable character was revealed in the latest issue of Japanese magazine V-Jump. High quality Dbfz gifts and merchandise. Fortunately, it’s not too hard to figure out. Its hit level is far below 5L, so 5L is better to use when re-establishing pressure. 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. After a reflected 5L, use 2H to challenge 5LL. HIGHLIGHT. Invulnerable to all projectiles during flips, including Supers. • Hits behind UI Goku as well. Non-Smash can still combo into SD in the corner. This will bring the … Goku (Ultra Instinct)'s stats from Dragon Ball FighterZ's official website. Aside from being a frame trap like the rest of its versions, this can be used as a combo extender. The spinning portion are strike attacks with very good pushback on block, launches the opponent on hit. However, most characters can punish with a 5M or 5H. Essentially SSB Goku's C Assist, but trades 10 frames of blockstun for DP properties. Appears behind the opponent and fires an energy blast at a downward angle. Unleashes a shockwave that launches the opponent into the air. Yeah that was fun. Smash hit causes a ground bounce sliding knockdown. Useful for a lot of things. This page was last edited on 23 February 2021, at 14:31. The latest issue of V-Jump has announced that Goku in his Ultra Instinct form from Dragon Ball Super will be joining DBFZ. Huge amount of hitstun, low amount of blockstun. Play. Goku vanishes and moves forward at unfathomable speed. ultra instinct fgc. Ground version can autocorrect during startup, air version can't. that covers UI Goku's entire body, Embodied Light, an aerial reversal with little recovery, and Unrestrained Will, an invincible wake-up option exclusive to UI Goku. Occurs after Startup. News. Leaps backwards and fires a Kamehameha at a downward angle. Having access to an invincible reversal is … Expect every single team going forward to have UI Goku on their team from now on. So l'll be going back to retirement After DBFZ UI Goku is released in a couple weeks. (Thx @DBSHype) Slower than average but makes a great long-distance air-to-air. 5L > 5LL also auto-confirms on air hit due to the high reach of both of these moves. Smash j.2H > delay SD also allows for a sideswitch even in the corner. The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Your options are mash autocombo (the grab which will hit your opponent once and then never again), run up meaty/flip mix-up, or dash jump j.M safejump. Crosses up the opponent on the first jump. Launch Trailer for UI GOKU in DBFZ! Midscreen, 5S(1) > 236S can be used as combo filler before going into Vanish, but is inconsistent across all body sizes. In combos, this is mostly used after Vanish, since j.2H > delay SD is much better for his damage. Shares the low damage characteristic with its parent Super. The blast has beam properties. Hitgrab that sides switches on hit or block. It also has fixed pushback, which can help set up an ambiguous 214L/M in a blockstring. Its bad frame data leads it to being a poor mix-up and stagger. There's an additional attack on hit where Goku knocks the opponent down to the ground. dbfz sweatshirts & hoodies. I'll be pretty much done with models again. Off of said trade, you can connect a 5L in the corner. Launches at a higher angle than normal, like S Broly's. Has full invincibility during the vanishing portion. Frieza vs Bardock at the Space stage will trigger the infamous Bardock death scene. 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. Using it alone in a blockstring is suicide, so make sure to cancel it into something. On its own, it is a very reactable command grab with its start-up being 31 frames, but due to the ambiguity of going into either plus-frame/frame trap j.214L or psuedo-reversal j.214H, it becomes a significantly better mix-up tool. Using this in the air about the same time as a beam assist virtually covers the entire screen with a hitbox. In general, anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L. Not all characters are created equal. Even though UI Goku does not have a 6-frame 5L, he can still challenge after 6M with 22S meterlessly and 214H with meter. The dash travels fullscreen. UI Goku is part of the game's FighterZ Pass 3, which includes Kefla (Dragon Ball Super's female fusion between Caulifla and … Shows how many frame that the corresponding move needs to go through in order to reach its active frames. Worldwide Shipping Available as Standard or Express delivery Learn more. 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. Since it's a walk, Goku can stop and block at any moment, or cancel it into other moves. Both Kefla and UI Goku are part of DBFZ's FighterZ Pass 3, which retails for $20 on all platforms. Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. I'll miss hitting UI players with the broken ex hands. and drop the file into your Goku Model: Halts all momentum and moves slightly forward. Attack Attributes • "Immune" to cross-ups as it hits both sides and doesn't require forward/backward input. Unlike the Arc System Works-developed Extreme Butōden, FighterZ plays out in a scheme much closer to many other of the traditional Arc System Works-developed fighting games (via running on the sam… 214H is generally preferred due to how much safer it is than 22S. The second hit lowers your combo damage and exacerbates hitstun decay, but is great for blockstrings. However, they are both integral in ToDs for squeezing out every bit of damage possible. ball bills db dbgt dbs dbz dragon dragonball dragonballz fighterz freezer xps xna xnalara xenoverse beerus dragonballxenoverse2 dragonballfighterz. DBFZ - Goku (UPD.) Counters have 2f of lingering full invul after recovery if you choose to stand still. j.H Smash hit causes a sliding knockdown. Forms a basic mix-up between 5M(2) and 5M(1) > 6M. Appears in the air and does a falling punch. Go-to move before popping Spark and/or as an alternative for 236L after Dragon Rushes at the end of corner combos. Vanishes forward, then jumps twice, and then dashes forward. Has an alternate animation if used twice in a string, though this is purely cosmetic. 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. Vote. Goku, Goku Black, Blue Goku - 17 2. He had a huge presence in the recent tournament and continues to be the most common character in online. On contact, Goku strikes the opponent with shockwaves that causes them to crumple down to the ground. In total, there are now 16 DLC characters for DBFZ. On offense, UI Goku has excellent wide normals, great projectiles, and mindgames with the Unencumbered Mind flip series. Has slightly more startup, but deals more damage, and causes sliding knockdown on Smash hit. Does a charging punch. vegito. Striking fear into an opponent with his defense and conditioning, UI Goku can get in and begin tricky pressure. Whiffs on crouching opponents and a few standing small characters. 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. Vanishes and attacks with a charging cross. The follow-up attack actually uses a different animation where Goku jabs with his leading arm. Doesn't work with grounded hitstun and snapback. Same insane tracking as the Special version, followed by a knockdown. 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. This would've been good if it had the Unencumbered Mind version's projectile invulnerability, but as it stands, this is a worse version of Cell's A assist, being one frame faster but having UI Goku fire it from a more vulnerable position. You will almost always get the late vanish unless you're really looking for it. UPDATE - Fixed Decal Texture. Projectile invulnerability also lends this to be a good beam counterpoke. Grabs the opponent, moves behind them, and attacks with an elbow strike and then a reverse roundhouse kick. It's hard to land this on someone without a good read due to it's 21f startup, and it's 30f recovery can get you hurt pretty bad. Though it can be anti-aired, you're very unlikely to be blown up from this. The massive hitbox and range on 5L is not to be understated, most of the cast can't punish UI Goku if he staggers with this due to the pushback, despite it being -9 on block. (have to be tested). Wall bounces on hit. The attack causes a soft knockdown on hit. Horizontal trajectory can make it whiff after a down smash, so experiment with different combo enders. If the opponent is grounded during the super freeze, he'll stay grounded, and if they're airborne, he'll also become airborne. If the opponent is grounded, he'll stay grounded, if they're airborne, he'll also be airborne. Like 236M, connecting this midscreen gives Goku enough time to add 5S before Vanishing, or even pick up with certain assists. Due to its long active frames and massive hitbox, it will catch held Vanish almost 100% of the time. Sneakyerz\DBFZ\Ultra Instinct Goku\ui_goku.mdl Sneakyerz\DBFZ\Ultra Instinct Goku\ui_goku_base.mdl < > 12 Comments DrakeHurley Feb 6 @ 3:34pm What Rig do i use? Although j.H is 2F faster and will connect at higher hitstun decay when j.236M can't. Startup reduced if the opponent is in any hitstun. The ones that can punish can still be beaten with spacing. This move singlehandedly gives him mix-ups. Video of THIS RAGEQUIT BROKE ME.... | Dragonball FighterZ Ranked Matches for fans of Dragon Ball Z. by DotoDoya Goku (Ultra Instinct) is invulnerable to Ki Blasts while walking forward, starting from frame 4. Halts all of Goku's momentum and moves him slightly forward. Fires a shockwave with his fist. Smash hit has more hitstun and combos into SD. 0 comments ... Be the first to share what you think! Smash on the second hit if both hits connect. Charges at the opponent with a destructive punch. It also hits further than the particle effect suggests, and can catch backdash from a blocked Vanish. With the reveal of of Mastered Ultra Instinct Goku, or UI Goku, Dragon Ball FighterZ season 3 is all but officially confirmed. This was not done on their other characters. Big hitbox makes this really good for IAD cross-ups. Dragon Ball FighterZ Wiki is a FANDOM Anime Community. 214L will always combo out of this. The gameplay 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. UI Goku's weakness. Movement/Canceling • Posted by 1 day ago. On successful activation, Goku will slide behind the opponent, allowing for immediate followups. This move will beat out a lot more than it really should, it's so big you can use this move as an anti-air and punish Superdash with it. Cannot hit airborne opponents, not even mid-combo. Gogeta SS4 dans DBFZ, Goku UI dans DBZ Dokkan Battle / C-21 dans DB Legends / et Dragon Ball Xenoverse 2 avec Toppo en mode Dieu de la Destruction dans le V-Jump du mois. All orders are custom made and most ship worldwide within 24 hours. Goku (Ultra Instinct), Goku (GT), Broly (DBS) are the only characters whose announcer voice clip comes from another character. UI Goku is invulnerable to Ki Blasts while walking forward, starting from frame 4. Air version teleports to the ground. Unlike other Gokus, this move is mostly combo and blockstring filler. So with this, lets run through who could be joining the roster alongside the 6th iteration of everyone’s favourite lower class Saiyan. Goku vs Kid Buu at the Land of the Kai's will initiate the finale of the Buu saga and the conclusion of the Dragon Ball Z storyline. UI Goku can also always resort to blocking regardless of any attack that was countered. ui goku. While Bardock vs Frieza at the Space stage will trigger a hypothetical scenario of Bardock surviving the attack and defeating Frieza. The attack carries the opponent a short distance forward on hit. fighting game. Air counter recovers faster than ground counter. The most interesting aspect is that it travels across the screen instantly, which will let you catch grounded opponents with ease. Frame Data & System Data • This looks a little bit like that thing from that one show. Obnoxiously large hitbox. dbfz stickers. A recovery attack where Goku appears in front of the opponent and does a charging punch. ... Just compare every character in dbfz with bardock, base vegeta and Z broly. View Entire Discussion (0 Comments) More posts from the dbfz community. On hit, Goku automatically shoots 3 extra blast. Consumes one ki gauge per use. May 18th, 2020 admin News 0 comments. All versions are handy to use as frametraps during blockstrings, and if blocked, can be further covered by 214H. Japanese: Masako Nozawa English: Sean Schemmel. 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. Offense • The startup time is reduced if the opponent is in any hitstun. 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, since you can get a full unscaled combo instead. Smash j.H > j.214L only works higher up (due to increased falling speed) and is used for easy assist extensions. dbfz masks. A counterattack where Goku throws the opponent behind himself, teleports in front of them and unleashes a barrage of attacks. In the corner, the first and last hits will combo into Superdash. Furthermore, possessing a strong counter super that cannot be evaded close up, a level two, an invincible reversal that can be canceled into 236 H+S, and strong level three, Anchor UI Goku is a strong choice. 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. This variant crosses up the opponent. Since it's a walk, Goku can stop and block at any moment, or cancel it into other moves. UI Goku doesn't have a 6f button and has to rely on his counters during clashes. As an example, a blocked Unrestrained Will can be cancelled into parry Super, beam Super into a safe DHC, or Sparking. j.2H > jc.L works even on Smash hit. Controls • 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. Smash on the last hit only. On a midscreen hit, the wall splat is long enough for you to add a 5S before Vanishing. At any rate UI Goku is guaranteed to be another GT Goku/Bardock situation but probably worse. UI Goku's weakness. Don't think of this as much as a reversal as it is a tool to keep other things safe. Patch Notes • All versions can be used to challenge superdash better than regular normals can on anticipation/reaction because of their active frames. Although this means you forfeit neutral if the opponent presses buttons, you can also opt for his multiple invincible options if they do decide to challenge. https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&oldid=196650, Mobile Suit Gundam EXTREME VS. Maxi Boost ON. Goku front flips around before ending with a dash toward the opponent. An additional attack where Goku charges forward and hits the opponent with a powerful punch. Consumes half a Ki gauge per use. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. Scales like a medium, making it a great ToD starter. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to 2H you out of it. Consumes half a Ki gauge per use. 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. This is indicated by a blue bubble on successful dodge, similar to 2H against Head attribute attacks. Consumes three ki gauges per use. Once you make them block, use this to make them antsy again so you can frametrap them to death. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Yamcha, Base Goku, Teen Gohan, Z Broly were all allowed to die but not UI. Fanpop community fan club for Dragon Ball Z fans to share, discover content and connect with other fans of Dragon Ball Z. 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). The fast startup also allows it to combo from j.LL2H with autocombo boost. Near the corner, can combo into SD. Mostly combo and blockstun filler. HIGHLIGHT. 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. Close. This move is amazing and it just catches people because of all its weird properties. Mostly used in corner combos. Goku, Blue Goku, Base Goku - 8 4. 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. It has only been two weeks since Dragon Ball FighterZ’s release, and the modding community has been working hard producing tons of new content for this breakout hit fighting game. Huge range with really good pushback on block, putting Goku out of range of most normals. 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. This invulnerability goes away the moment he switches to a different action. Combos Used for low hitstun decay assist extension. Of course, modding any game comes with a certain bit of risk since you have to dig around and fiddle with your game’s files. dbfz phone cases. 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????!!! It's unusual launch angle is actually great for UI Goku, as 5H > 236H (whiff) gives a link back into 5L. Has the Head property. First and last hit combo into Superdash in the corner. Useful at medium hitstun decay as a combo into lvl3. The power of trust is a tracking superman punch? Goku (Ultra Instinct), often referred to as UI Goku by the community, is a defensive juggernaut with a well-rounded kit full of counters and neutral-dominating tools. Smash hit causes a crumple state on grounded opponent, wall splats airborne opponent. "he's just standing there.... MENACINGLY". Goku UI recolor pak. Non-Smash launches them forward. In a blockstring, 6S > 236L will whiff, allowing for Reflect bait if used in tandem with 6S > 236M. Works after any ground tech, air tech and DR tech, but doesn't work on grounded hitstun and snapback. Crossup immune reversal with an extremely tall hitbox. Non-Smash last hit only causes a ground bounce. Discord Full Frame Data, Click [★] for character's full frame data, • I'll be back whenever the next 3 DBFZ dlc characters are released. 2S > 5S is also not hit confirmable, unless you are in sparking. People have been asking for nerfs on UI Goku since the day he came out, and I understand Arcys wanting to wait before patching a character but at this point you’d think they would’ve realized there’s a problem. The character himself is a part of DLC Season Pass 3 and is coming up on 22nd of May! Well things are starting to calm down around my area and slowly becoming back to normal. Does a midair jab. Defense • Like any other DP, this is super negative on block and UI cannot call assists to make it safe. Leaps forward and fires a Kamehameha at a downward angle. Overview Posted by just now. Follows-up with an additional attack on hit that sends the opponent toward the point character. 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. Tracks horizontally for about half screen. Its high damage, cross-up immunity, and high hitstun makes this an amazing reversal. Tracks the opponent until frame 20 before punching forward. This is your prime conditioning tool. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. With that said, having 2 different DPs and an air-OK parry Super makes UI extremely annoying to deal with on knockdown. Can also be used as a whiffed command dash in a similar vein to 236H in certain near-corner combos. Has higher invincibility frames, but also has more start-up lag. The dash travels 80% of the screen and the attack portion deals more damage with dealing a wallbounce. Tags; Bandai Namco; DBFZ; Throws list the amount of Frame Advantage upon successfully throwing the opponent. IMPORTANT: It seems playable online if both player have the pak. When you remember that EX barrier can block supers. +38 on hit and leaves you almost fullscreen, greatly limiting okizeme. This article is a disambiguation page for Goku (disambiguation) The following is a list of cards of the same character or of multiple characters with a specific affinity.