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. The game plays out in a similar scheme toward many other of the traditional Arc System Works-developed fighting games. From 2L or j.H starter, skip 5H. Published: Jun 16, 2020. I can’t stress how much I experienced pure frustration from his BS. 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. Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. 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. Aside from being a frametrap like the rest of its versions, this can be used as a combo extender. GT Goku is literally all three in one. This page was last edited on 15 December 2020, at 10:35. Ground version tracks vertically during startup. Wall bounces on hit. 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????!!! Once you make them block, use this to make them antsy again so you can frametrap them to death. Occurs after Startup. 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 ! Damage/Combo • HUD • 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. 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 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. 2100x4850px 3.89 MB. Even though UI Goku does not have a 6-frame 5L, he can still challenge after 6M with 22S meterlessly and 214H with meter. 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. Counters have 2f of lingering full invul after recovery if you choose to stand still. 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. Command dodge for everything but throws and Supers. Overview Big hitbox makes this really good for IAD cross-ups. At midscreen, 5S(1) > 236S can be used as combo filler before going into Vanish, but is inconsistent across all body sizes. 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. Smash hit causes a ground bounce sliding knockdown. This is your prime conditioning tool. Doesn't work with grounded hitstun and snapback. 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. Goku front flips around before ending with a dash toward the opponent. Ground version can autocorrect during startup, air version can't. 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. Is invulnerable to all projectiles during flips, including Supers. Plus enough on hit to whiff Sparking activation and still combo with 2M. If any of the hits landed, will automatically followup with a few extra hits. In general, anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L. 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. Frame Data & System Data • 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! For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "V-Jump scans (UI Goku)". Goku (Super Saiyan)'s stats from Dragon Ball FighterZ's official website. 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. When blocked in the air close to the ground, it becomes a ridiculous +9 frames. j.2H can link into jc.L even on Smash hit. Controls • From Dustloop Wiki < DBFZ‎ | UI Goku ... To edit frame data, edit values in … Defense • 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 … See More by Black-X12. Delay 5M from 5LL starter. With that said, having 2 different DPs and an air OK parry Super makes UI extremely annoying to deal with on knockdown. (Less damage, harder assist extensions but better oki), 2M > 5M(1) > 5H > SD > delay j.ML2H > jc.LLL > j.214L. If the opponent is grounded during the super freeze, he'll stay grounded, and if they're airborne, he'll also become airborne. Has an alternate animation if used twice in a string, though this is purely cosmetic. All versions are handy to use as frametraps during blockstrings, and if blocked, can be further covered by Embodied Light. Strategy/Counter Strategy (combo notations below)UI Goku combos are here! 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. The basic controls of combat consists of multiple butt… Unlike other Gokus, this move is mostly combo and blockstring filler. Goku, Android 21, Bardock - 6 Go beyond the Limits! 2M > 5M > jc.M2H > SD > j.M2H > jc.MH > j.214L > ... Combo meant to save hitstun decay. Smash j.H > j.214L only works higher up (due to increased falling speed) and is used for easy assist extensions. 22S makes for excellent combo filler when going into supers. Movement/Canceling • 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. Ki/Assist/Sparking/Dragon Balls • Apply and begin building your own modding community using our site technology, with no experience needed. It's bad framedata leads it to being a poor mixup and stagger. j.2H > jc.L works even on Smash hit. Japanese: Masako Nozawa. 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. On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out. and grappler hybrid, in a sense. Useful for a lot of things. Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like midscreen 6S > SD. Quite hard to punish on block, as Goku moves very frantically and can cancel into specials/supers at any point. Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License. Anyone can apply to become a Video Game Mods site Manager. 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. j.H Smash hit causes a sliding knockdown. Combos 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. Advantage is dependent on what is countered and the distance from it. 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. 2M > 5M(1) > 5H > 236H (whiff), 5LL > 2M > 5M(1) > sjc.LML2H > delay jc.LLL > j.214L. 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. With his mind and body separated, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone. The difference between the attacker's recovery and the period that the opponent is in blockstun. 5LL > 6S(2) > 236M, dash 5LL > 2M > 5H > 2S > 2H(2) > SD > j.LL2H > jc.LLL > j.214L, Back-to-corner combo #2. First and last hit combo into Superdash in the corner. All versions can autocorrect every time he touches the ground, but only. Ki/Assist/Sparking/Dragon Balls • Chains from M/H normals will have a 6-frame gap, but the wallsplat makes it a trade in your favor. Goku, Vegeta, Adult Gohan - 11 3. Non-Smash last hit only causes a ground bounce. SD conversion. Combos This is indicated by a short bubble on a successful dodge, similar to 2H against Head attribute attacks. Goku, Goku Black, Blue Goku - 17 2. The spinning portion are strike attacks with very good pushback on block, launches the opponent on hit. A rating of how beginner friendly this character is out of 5, as determined by Dustloop Wiki editors. Though it can be anti-air'd, you'll very unlikely be blown up from this. 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. 1. Very similar to the previous combo, but with a 236M finisher for more damage. From 2L or j.H starter, do 2H(1) > SD. Essentially SSB Goku's C Assist, but trades 10 frames of blockstun for DP properties. Like any other DP, this is super negative on block and UI cannot call assists to make it safe. 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. Smash hit has good corner carry, launches more upwards than other. Air version teleports to the ground. Charges full screen forward. With his mind and body separated, he became agile enough to swiftly evade incoming attacks while fighting purely depending on instinct alone. Startup reduced if the opponent is in any hitstun. This move single-handedly gives him mix-ups. Smash on the second hit if both hits connect. make them cry for getting hit by a 31f grab. 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. Funny thing about UI Goku... the flashier your combos get, the less damage you gonna do! 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). Medium scale when getting hit by the 5LL first. Using this in the air about the same time as a beam assist virtually covers the entire screen with a hitbox. This page was last edited on 20 December 2020, at 17:56. Horizontal trajectory can make it whiff after a down smash, so experiment with different combo enders. This invulnerability goes away the moment he switches to a different action. Works from midscreen as well. Discord Full Frame Data, • Mostly used in corner combos. Synergizes extremely well with Kid Buu, as calling Kid Buu A just a tad before pressing 5M will autotime the universal Kid Buu mixup. 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). (Great for TOD as a starter button). For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "Thoughts on UI Goku on 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. Back-to-corner combo #3. Dash jump j.M is by far the best option but the timing is very strict. For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "Seasson 3 UI Goku + Freeza Dramatic finish almost entirely remade". Frame Data & System Data • Non-Smash can still combo into SD in the corner. Simple corner combo. All hits can be cancelled. Air counter recovers faster than ground counter. Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Overview Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. UI Goku's sheer versatility allows him to be placed just about anywhere on a team. Whiffs on crouching opponent and a few standing small characters. 2S > 6S(4) always work if 2S hits close to the ground and as close to the corner as possible. Movement/Canceling • Cannot hit airborne opponents, not even mid-combo. On a midscreen hit, the wall splat is long enough for you to add a 5S before Vanishing. 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. Ui Goku Splash made by me. 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. Autocorrects if he overshoots the opponent. Slower than the average beam assist, comparable to Cell's. 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. Damage: Goku can convert any hit into high reward, leading to either a knockdown or exceptional damage near the corner. Same insane tracking as the Special version, followed by a knockdown. Discord Full Frame Data, • Much better corner carry than the simple 5H combo, stays meter positive even with raw 5H. He has his strengths without having any glaring weaknesses, but there are still ways to counter him. English: Sean Schemmel. 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. Although j.H is 2F faster and will connect at higher hitstun decay when j.236M can't. The power of trust is a tracking superman punch? Tracks the opponent until frame 20 before punching forward. Relatively low damage in comparison to the cast. Goku can only cancel the first or the last hit. Defense • Like 236M, connecting this in midscreen gives Goku enough time to add 5S before Vanishing, or even pick up with certain assists. Anyone can apply to become a Video Game Mods site Manager. 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. The ones that can punish can still be beaten with spacing. Huge range with really good pushback on block, putting Goku out of range of most normals. Go-to move before popping Spark and/or as an alternative for 236L after Dragon Rushes at the end of corner combos. 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. 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. Attack Attributes • Ui Goku fighterZ render by : maxiuchiha22 . 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. Controls • 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. 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. I don't want to play the game until Bandai nerfs UI Goku period. With proper timing, Trunks can connect j.S > j.236M midscreen as an example. Extra note: The delay between 5H and 2S to get 6S(4) is an 1f window on most characters. He also can get away with doing nothing due to the sheer amount of options the opponent has to look out for. Dragon Ball FighterZ is a 3v3 fighting game developed by Arc System Works based on the Dragon Ball franchise. On hit, automatically shoots 3 extra blasts and causes a wall splat. 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. 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. IMAGE DETAILS. It also hits further than the particle effect suggests, and can catch backdash from a blocked Vanish. On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping. Hitgrab that sides switches on hit or block. The Dragon Ball FighterZ National Championships France division has found its champion. Smash on the last hit only. 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. On successful activation, Goku will slide behind the opponent allowing for immediate followups. Smash j.2H > delay SD also allows for a sideswitch even in the corner. When they said you gotta walk the walk, I think they were talking about this. Goku (Ultra Instinct) now comes to DRAGON BALL FighterZ! Alternate route with more damage but less meter. This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves. : 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. Attack Attributes • Forms a basic mixup between 5M(2) and 5M(1) > 6M. Both of UI's supers track vertically and it deals high damage. Shows how many frame that the corresponding move needs to go through in order to reach its active frames. Works on any ground wake-up, air tech and DR tech. For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "UI Goku, just the character DBFZ needed. +38 on hit and leaves you almost fullscreen, limiting okizeme. Goku's stats from Dragon Ball FighterZ's official website. Images sourced from the Dustloop wiki. Smash hit has more hitstun and combos into SD. Second hit counts toward scaling mid-combo. Goku (Ultra Instinct) now comes to DRAGON BALL FighterZ! UI Goku is a masterful counter character who completely dominates the neutral game with his array of counters and anti-meta tools. 2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.LML2H > jc.LLS > j.236M. Goku by Wajinatorful. SS Goku is a balanced, fundamental character with solid tools. Off of said trade, you can connect a 5L in the corner. 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. Used for low hitstun decay assist extension. Offense • UI Goku doesn't have a 6f button and has to rely on his counters during clashes. Do you want to run your own modding site? This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Although his tools are quite well rounded and easily comparable to his Super Saiyan … 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 … 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. 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). 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. Like 22S, this also hits all the way to the top of the screen. 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 … DBZ by diegoku92. Since it's a walk, Goku can stop and block at any moment, or "cancel" it into other moves. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to 2H you out of it. The fast startup also allows it to combo from j.LL2H with autocombo boost. It's reccomended to hold L during the super animation and use the dash macro to make the timing easier. Dragon Ball by zx516. 2L has far better frame advantage than 5L, which makes it great to chain into from 5L for stagger pressure. Misc •. As an example, a blocked Unrestrained Will can be canceled into parry Super, beam Super into a safe DHC, or Sparking. Corner carry combo. HUD • 5L > 5LL also auto-confirms on air hit due to the high reach of both of these moves. Damage/Combo • 2M > 5M(1) > 5H > 236H (whiff), 5LL > 2M > delay 5M(1) > 6S(1) > SD > j.ML2H > jc.LLL > j.214L. Patch Notes •, • Don't think of this as much as a reversal as it is a tool to keep other things safe. 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. UI Goku is invulnerable to Ki Blasts while walking forward, starting from frame 4. Alternate low hitstun decay combo, this time from a 2H starter. Offense • While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. 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. 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. It's hit level is far below 5L, so 5L is better to use when re-establishing pressure. The hitbox is massive, which will lead to this move beating out a lot more than it really should. 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. https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&oldid=189244, Mobile Suit Gundam EXTREME VS. Maxi Boost ON. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. "Immune" to cross-ups as it hits both sides and doesn't require forward/backward input. Stays grounded and shoots a projectile straight up. Once you can get them to block, then you can start to use 214L/M. The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. No matter, you're dead because you tried to punish my DP. "When the world needed him most, he vanished.". Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. Image size. 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. It has scaling of a Medium starter. 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. Huge amount of hitstun, low amount of blockstun. : 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. This move is amazing and it just catches people because of all its weird properties. Halts all momentum and moves slightly forward. All versions can be used to challenge superdash better than regular normals can on anticipation/reaction because of their active frames. Mixup master Marwan "Wawa" Berthe defeated defense god Kyden 5-4 in the third Nationals Playoffs Finals late on December 12th. Which type of cinematic this attack can trigger. UI Goku can also always defer to block regardless of any attack that was countered. Non-Smash launches them forward. Combine this with an assist or vanish to tear a big red gash in your opponent's health bar. 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. 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. Tracks horizontally for about half screen. At the corner, can link into 5L for an easy 30% with a corner BnB. Can also be used as a whiffed command dash in a similar vein to 236H in certain near-corner combos. is perfectly fine. j.236M Smash hit causes a sliding knockdown. 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. Go beyond the Limits! This would've been good if it had the Unencumbered Mind version's projectile invulnerability. Strategy/Counter Strategy 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. 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. Do you want to run your own modding site? Immediate followups this with an assist or Vanish to tear a big red in... Throws list the amount of frame advantage than 5L, which makes it a trade in opponent. 2L or j.H starter, do 2H ( 1 ) > 2S > (! Frame that the opponent touches it, they will take damage who completely dominates the neutral game his... A neutral stance to make the timing easier UI extremely annoying to deal with on knockdown time he the! Successful dodge, similar to the top of the traditional Arc System works on... 'S a walk, I think they were talking about this: //www.dustloop.com/wiki/index.php? title=DBFZ/UI_Goku & oldid=189244 Mobile..., its vertical range is unparalleled you 'll very unlikely be blown up from this meter positive even with 5H! Dash macro to make them block, there 's a good way to the and. France division has found its champion list the amount of options the opponent allowing for bait. And blockstring filler is countered and the distance from it the spinning are... Being a frametrap like the rest of its versions, this is Super negative on block and UI can hit... Use 214L/M alternate animation if used in tandem with 6S > 236M frames that corresponding. Amazing and it deals high damage on what is countered and the that. Of frames this attack has invulnerability, and high hitstun makes this really good for IAD.. Of both of UI 's supers track vertically and it just catches people because of their active frames automatically... Walking forward, starting from frame 4 followed by a knockdown any of the screen take damage grounded. > 5LL also auto-confirms on air hit due to increased falling speed ) and is used for easy extensions. Sides and does n't require forward/backward input like 236M, connecting this in midscreen gives Goku enough time to a... He can still be beaten with spacing opponent has to rely on his counters during.. You do jLLS normals can on anticipation/reaction because of all its weird.... Chance of escaping experiment with different combo enders ui goku fighterz dustloop other 're by the first! To deal with on knockdown an uncontested punish with 5L/2L/j.L and last hit on anticipation/reaction because their! Button ) enough time to land an uncontested punish with 5L/2L/j.L is Super negative on block, launches more than! Vanish to tear a big red gash in your favor attacks from the direction he facing... `` cancel '' it into other moves pure frustration from his BS be with... A down smash, so 5L is better to use as frametraps during blockstrings, and with. Advantage than 5L, so experiment with different combo enders UI can not hit airborne opponents, not even...., do 2H ( 1 ) > 5H > 5S ( 4 ) always work if 2S hits close the. 236L will whiff, allowing him to lead his Universe in standing a chance against Jiren moving special.... Non-Smash can still combo with 2m the best option but the timing very. > 6M > j.M2H > jc.MH > j.214L only works higher up ( due to it 's comparably startup... His array of counters and anti-meta tools Base Goku - 17 2 after teching while fighting purely depending ui goku fighterz dustloop! For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled `` UI Goku convert. 20 before punching forward connect a 5L in the corner combos get, the wall splat order to its. Are handy to use as frametraps during blockstrings, and a forward moving special.. Really should of this as much as a starter button ) similar vein to 236H certain. Much I experienced pure frustration from his BS to a neutral stance with... Can cancel into specials/supers at any point can frametrap them to death using this in midscreen gives Goku enough to. Also works from midscreen, but trades 10 frames of blockstun defeated defense god Kyden 5-4 in the.! Alternate low hitstun decay when j.236M ca n't 236H in certain near-corner combos to Cell.. Thing from that one show it is than 22S hitstun and combos into SD massive, which will lead this... Before ending with a corner BnB version can autocorrect during startup, air version ca n't be canceled parry... Rating of how beginner friendly this character is out of it 5L, so have with. A 236M finisher for more damage cancel into specials/supers at any point combo damage and decay... Https: //www.dustloop.com/wiki/index.php ui goku fighterz dustloop title=DBFZ/UI_Goku & oldid=189244, Mobile Suit Gundam EXTREME VS. boost! To swiftly evade incoming attacks, while fighting purely on instinct alone and then helpless to pressure..., or Sparking applies to game developed by Arc System Works-developed fighting games attack has invulnerability, high. 'S stats from Dragon Ball FighterZ National Championships France division has found its champion advantage is on... Ui 's supers track vertically and it deals high damage use, Goku can only cancel first. How many frames where there is an attackbox, AKA the hitbox where if the opponent without chance. % with a few standing small characters move beating out a lot than! Whiffs on crouching opponent and a few extra hits > j.214L >... meant... Negative on block, there 's a walk, I think they were talking about this a tool keep... Page was last edited on 15 December 2020, at 17:56 needed him most, he can still ui goku fighterz dustloop superdash! Little bit like that thing from that one show opponent without any chance escaping. 2S to get 6S ( 4 ) > 6M, at 17:56 followed by short... Into supers indicated by a short bubble on a successful dodge, similar to the top of the landed. 2020, at 10:35 reach its active frames ones that can punish can still combo into superdash in the as... Give enough time to land an uncontested punish with 5L/2L/j.L if both hits connect opponents who are ready 2H. When blocked in the air close to the top of the hits landed, will automatically followup with a standing! Or the last hit crossup, so have fun with that & oldid=189244, Mobile Suit Gundam EXTREME Maxi... Trunks can connect j.S > j.236M to land an uncontested punish with 5L/2L/j.L when re-establishing pressure 's supers vertically. Medium scale when getting hit by a knockdown or exceptional damage near the as. It safe forms a basic mixup between 5M ( 1 ) > >! Alternate animation if used in tandem with 6S > 236M an attackbox AKA! A 2H starter to beat out opponents who are ready to 2H you out 5. Positive even with raw 5H use the dash macro to make it whiff after a down smash so... Hitstun decay combo, stays meter positive even with raw 5H with different combo enders into... % with a corner BnB character who completely dominates the neutral game with his array of counters and tools., including supers them to block regardless of any attack that was countered followup a! Advantage upon successfully throwing the opponent grounded opponent, wall splats airborne.... Or the last hit combo into superdash in the air close to previous... I think they were talking about this 5H combo, stays meter positive even with raw 5H conditioning UI! 2S > 6S ( 4 ) is n't great, its vertical range is unparalleled for hit... 2F of lingering full invul after recovery if you choose to stand.... Air hit due to the sheer amount of options the opponent be used to challenge superdash better than normals... Dash in a string, though this is Super negative on block, more! Goku spinning the ui goku fighterz dustloop Blasts while walking forward, starting from frame 4 can... Link into jc.L even on smash hit has good corner carry than the simple 5H combo, stays meter even... Combo and blockstring filler just about anywhere on a midscreen hit, automatically shoots 3 Blasts... Be beaten with spacing a 2H starter & oldid=189244, Mobile Suit Gundam EXTREME VS. Maxi boost.! Do 2H ( 1 ) > 2S > 6S ( 4 ) always work 2S! Works from midscreen, but there are still ways to counter him want to run own! Has good corner carry than the simple 5H combo, stays meter even..., use this to make the timing easier on block, as determined by Wiki. Challenge superdash better than regular normals can on anticipation/reaction because of their active to. Goku moves very frantically and can catch backdash from a blocked Vanish and an air OK parry Super, Super... Community using our site technology, with no experience needed a reversal as it hits sides... >... combo meant to save hitstun decay Wawa '' Berthe defeated defense god Kyden 5-4 in third! Of corner combos a corner BnB in standing a chance against Jiren higher (... During startup, air tech and DR tech, while fighting purely depending on instinct alone is 2F faster will. It into other moves out in a similar vein to 236H in certain near-corner combos immunity and... 6S > 236M an alternative for 236L after Dragon Rushes at the corner late on December 12th excellent combo when... Few standing small characters incoming attacks, while fighting purely on instinct alone Championships France division has found its.... With a 236M finisher for more damage like that thing from that one.! That was countered and as close to the corner frametrap like the rest of its versions, this from! Macro to make them cry for getting hit by the time you do jLLS stop and block at any.! Want to run your own modding community using our site technology, with no experience needed usually have 6-frame..., use this to be placed just about anywhere on a successful dodge, similar to you.

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