ui goku fighterz dustloop

First and last hit combo into Superdash in the corner. Ki/Assist/Sparking/Dragon Balls • Smash j.2H > delay SD also allows for a sideswitch even in the corner. He has his strengths without having any glaring weaknesses, but there are still ways to counter him. Goku (Ultra Instinct) now comes to DRAGON BALL FighterZ! j.2H > jc.L works even on Smash hit. +38 on hit and leaves you almost fullscreen, limiting okizeme. Second hit counts toward scaling mid-combo. 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. Doesn't work with grounded hitstun and snapback. With his mind and body separated, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone. Anyone can apply to become a Video Game Mods site Manager. HUD • 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. Attack Attributes • UI Goku's sheer versatility allows him to be placed just about anywhere on a team. All versions are handy to use as frametraps during blockstrings, and if blocked, can be further covered by Embodied Light. Offense • UI Goku can also always defer to block regardless of any attack that was countered. Slower than the average beam assist, comparable to Cell's. 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. Big hitbox makes this really good for IAD cross-ups. Is invulnerable to all projectiles during flips, including Supers. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Frame Data & System Data • 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. 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. The spinning portion are strike attacks with very good pushback on block, launches the opponent on hit. Damage/Combo • 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 a midscreen hit, the wall splat is long enough for you to add a 5S before Vanishing. Medium scale when getting hit by the 5LL first. 2L has far better frame advantage than 5L, which makes it great to chain into from 5L for stagger pressure. Combos Frame Data & System Data • 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. Like any other DP, this is super negative on block and UI cannot call assists to make it safe. Ui Goku Splash made by me. On hit, automatically shoots 3 extra blasts and causes a wall splat. Which type of cinematic this attack can trigger. Goku, Vegeta, Adult Gohan - 11 3. For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "UI Goku, just the character DBFZ needed. 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 basic controls of combat consists of multiple butt… This is your prime conditioning tool. He also can get away with doing nothing due to the sheer amount of options the opponent has to look out for. Synergizes extremely well with Kid Buu, as calling Kid Buu A just a tad before pressing 5M will autotime the universal Kid Buu mixup. Both of UI's supers track vertically and it deals high damage. 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. Tracks horizontally for about half screen. 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. 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. 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. On offense, UI Goku has excellent wide normals, great projectiles, and mindgames with the Unencumbered Mind flip series. Chains from M/H normals will have a 6-frame gap, but the wallsplat makes it a trade in your favor. All hits can be cancelled. 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. Goku (Super Saiyan)'s stats from Dragon Ball FighterZ's official website. 214H~S is also a nearly invisible crossup, so have fun with that. Smash j.H > j.214L only works higher up (due to increased falling speed) and is used for easy assist extensions. As an example, a blocked Unrestrained Will can be canceled into parry Super, beam Super into a safe DHC, or Sparking. 2M > 5M(1) > 5H > 236H (whiff), 5LL > 2M > delay 5M(1) > 6S(1) > SD > j.ML2H > jc.LLL > j.214L. Using this in the air about the same time as a beam assist virtually covers the entire screen with a hitbox. Quite hard to punish on block, as Goku moves very frantically and can cancel into specials/supers at any point. If any of the hits landed, will automatically followup with a few extra hits. 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! It's hit level is far below 5L, so 5L is better to use when re-establishing pressure. 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. Do you want to run your own modding site? Go-to move before popping Spark and/or as an alternative for 236L after Dragon Rushes at the end of corner combos. The second hit exacerbates your combo damage and hitstun decay, but is great for blockstrings. 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. Smash on the second hit if both hits connect. : 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. 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. UI Goku doesn't have a 6f button and has to rely on his counters during clashes. Don't think of this as much as a reversal as it is a tool to keep other things safe. Simple corner combo. For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "V-Jump scans (UI Goku)". 5LL > 6S(2) > 236M, dash 5LL > 2M > 5H > 2S > 2H(2) > SD > j.LL2H > jc.LLL > j.214L, Back-to-corner combo #2. "Immune" to cross-ups as it hits both sides and doesn't require forward/backward input. Counters have 2f of lingering full invul after recovery if you choose to stand still. Goku by Wajinatorful. On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out. SS Goku is a balanced, fundamental character with solid tools. Movement/Canceling • Goku, Blue Goku, Base Goku - 7 4. Command dodge for everything but throws and Supers. (combo notations below)UI Goku combos are here! Discord Full Frame Data, • Occurs after Startup. Misc •. 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. is perfectly fine. On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping. Patch Notes •, • Striking fear into an opponent with his defense and conditioning, UI Goku can get in and begin tricky pressure. Hitgrab that sides switches on hit or block. (Great for TOD as a starter button). Startup reduced if the opponent is in any hitstun. Dragon Ball by zx516. Air version teleports to the ground. : 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. DBZ by diegoku92. 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. 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. 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. 2100x4850px 3.89 MB. Very similar to the previous combo, but with a 236M finisher for more damage. Cannot hit airborne opponents, not even mid-combo. Shotos usually have a horizontal fireball, an invulnerable reversal, and a forward moving special move. Advantage is dependent on what is countered and the distance from it. Goku front flips around before ending with a dash toward the opponent. While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to. Its high damage, cross-up immunity, and high hitstun makes this an amazing reversal. Relatively low damage in comparison to the cast. 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. Since it's a walk, Goku can stop and block at any moment, or "cancel" it into other moves. Overview Near the corner, can combo into SD. 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. It also hits further than the particle effect suggests, and can catch backdash from a blocked Vanish. 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. Like 22S, this also hits all the way to the top of the screen. Once you make them block, use this to make them antsy again so you can frametrap them to death. Off of said trade, you can connect a 5L in the corner. Go beyond the Limits! In a blockstring, 6S > 236L will whiff, allowing for Reflect bait if used in tandem with 6S > 236M. 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. 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. This would've been good if it had the Unencumbered Mind version's projectile invulnerability. Non-Smash last hit only causes a ground bounce. 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. From 2L or j.H starter, skip 5H. With his mind and body separated, he became agile enough to swiftly evade incoming attacks while fighting purely depending on instinct alone. 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. Forms a basic mixup between 5M(2) and 5M(1) > 6M. 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. The power of trust is a tracking superman punch? Do you want to run your own modding site? Non-Smash launches them forward. Aside from being a frametrap like the rest of its versions, this can be used as a combo extender. 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. From Dustloop Wiki < DBFZ‎ | UI Goku ... To edit frame data, edit values in … Halts all momentum and moves slightly forward. This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves. Attacks from the direction he was facing after teching. 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 … Overview When they said you gotta walk the walk, I think they were talking about this. 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. Back-to-corner combo #1. https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&oldid=189244, Mobile Suit Gundam EXTREME VS. Maxi Boost ON. 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. Works from midscreen as well. Goku's stats from Dragon Ball FighterZ's official website. 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. No matter, you're dead because you tried to punish my DP. Featured in collections. Goku, Android 21, Bardock - 6 Alternate route with more damage but less meter. 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 looks a little bit like that thing from that one show. 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 page was last edited on 15 December 2020, at 10:35. 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. Ki/Assist/Sparking/Dragon Balls • Combos Essentially SSB Goku's C Assist, but trades 10 frames of blockstun for DP properties. Corner carry combo. 2M > 5M > jc.M2H > SD > j.M2H > jc.MH > j.214L > ... Combo meant to save hitstun decay. Wall bounces on hit. SD conversion. If the opponent is grounded during the super freeze, he'll stay grounded, and if they're airborne, he'll also become airborne. I don't want to play the game until Bandai nerfs UI Goku period. Images sourced from the Dustloop wiki. Used for low hitstun decay assist extension. 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 ! Useful for a lot of things. This page was last edited on 20 December 2020, at 17:56. Like 236M, connecting this in midscreen gives Goku enough time to add 5S before Vanishing, or even pick up with certain assists. Ground version can autocorrect during startup, air version can't. 214H is generally preferred due to how much safer it is than 22S. 22S makes for excellent combo filler when going into supers. English: Sean Schemmel. Whiffs on crouching opponent and a few standing small characters. Although j.H is 2F faster and will connect at higher hitstun decay when j.236M can't. Air counter recovers faster than ground counter. Works on any ground wake-up, air tech and DR tech. Smash hit has good corner carry, launches more upwards than other. With proper timing, Trunks can connect j.S > j.236M midscreen as an example. Controls • For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. The ones that can punish can still be beaten with spacing. Defense • A rating of how beginner friendly this character is out of 5, as determined by Dustloop Wiki editors. Smash hit has more hitstun and combos into SD. Damage/Combo • Much better corner carry than the simple 5H combo, stays meter positive even with raw 5H. 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. All versions can be used to challenge superdash better than regular normals can on anticipation/reaction because of their active frames. The difference between the attacker's recovery and the period that the opponent is in blockstun. At midscreen, 5S(1) > 236S can be used as combo filler before going into Vanish, but is inconsistent across all body sizes. Although his tools are quite well rounded and easily comparable to his Super Saiyan … Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. 2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.LML2H > jc.LLS > j.236M. Goku, Goku Black, Blue Goku - 17 2. Delay 5M from 5LL starter. j.236M Smash hit causes a sliding knockdown. Using this after 5H mid-screen whiffs, but acts instead as a command dash that allows you to continue comboing, most likely into 5L. 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. Once you can get them to block, then you can start to use 214L/M. 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 … Has an alternate animation if used twice in a string, though this is purely cosmetic. make them cry for getting hit by a 31f grab. Back-to-corner combo #3. Mixup master Marwan "Wawa" Berthe defeated defense god Kyden 5-4 in the third Nationals Playoffs Finals late on December 12th. Non-Smash can still combo into SD in the corner. Plus enough on hit to whiff Sparking activation and still combo with 2M. Images sourced from the Dustloop wiki. Image size. Mostly used in corner combos. Goku (Ultra Instinct) now comes to DRAGON BALL FighterZ! 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). Movement/Canceling • Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. 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. Strategy/Counter Strategy Extra note: The delay between 5H and 2S to get 6S(4) is an 1f window on most characters. Autocorrects if he overshoots the opponent. Smash on the last hit only. When blocked in the air close to the ground, it becomes a ridiculous +9 frames. Popular teams with Goku - Dragon Ball FighterZ. Ground version tracks vertically during startup. This move is amazing and it just catches people because of all its weird properties. 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. and grappler hybrid, in a sense. 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. Unlike other Gokus, this move is mostly combo and blockstring filler. Also works from midscreen, but make sure you're by the corner by the time you do jLLS. All versions can autocorrect every time he touches the ground, but only. UI Goku is invulnerable to Ki Blasts while walking forward, starting from frame 4. UI Goku is a masterful counter character who completely dominates the neutral game with his array of counters and anti-meta tools. 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. Combine this with an assist or vanish to tear a big red gash in your opponent's health bar. The Dragon Ball FighterZ National Championships France division has found its champion. Defense • Damage: Goku can convert any hit into high reward, leading to either a knockdown or exceptional damage near the corner. On successful activation, Goku will slide behind the opponent allowing for immediate followups. 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. It has scaling of a Medium starter. 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????!!! Shows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Controls • In general, anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L. It's bad framedata leads it to being a poor mixup and stagger. Tracks the opponent until frame 20 before punching forward. The game plays out in a similar scheme toward many other of the traditional Arc System Works-developed fighting games. 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. 2M > 2S > 6S(4) > delay 5H > 5S(4) > 2H(2) > SD > j.4LL > j.M2H > jc.LLL > j.214L. 2S > 6S(4) always work if 2S hits close to the ground and as close to the corner as possible. It's reccomended to hold L during the super animation and use the dash macro to make the timing easier. Shows how many frame that the corresponding move needs to go through in order to reach its active frames. Attack Attributes • Patch Notes •, • j.2H can link into jc.L even on Smash hit. HUD • (Less damage, harder assist extensions but better oki), 2M > 5M(1) > 5H > SD > delay j.ML2H > jc.LLL > j.214L. Strategy/Counter Strategy 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. The hitbox is massive, which will lead to this move beating out a lot more than it really should. "When the world needed him most, he vanished.". This invulnerability goes away the moment he switches to a different action. I can’t stress how much I experienced pure frustration from his BS. 5L > 5LL also auto-confirms on air hit due to the high reach of both of these moves. 1. Go beyond the Limits! 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. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to 2H you out of it. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like midscreen 6S > SD. GT Goku is literally all three in one. IMAGE DETAILS. Ui Goku fighterZ render by : maxiuchiha22 . See More by Black-X12. Alternate low hitstun decay combo, this time from a 2H starter. Apply and begin building your own modding community using our site technology, with no experience needed. Goku can only cancel the first or the last hit. At the corner, can link into 5L for an easy 30% with a corner BnB. 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). 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. An opponent can frequently find themselves afraid to attack and then helpless to escape pressure. 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. Though it can be anti-air'd, you'll very unlikely be blown up from this. Smash hit causes a crumple state on grounded opponent, wall splats airborne opponent. 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). Funny thing about UI Goku... the flashier your combos get, the less damage you gonna do! Horizontal trajectory can make it whiff after a down smash, so experiment with different combo enders. ". Stays grounded and shoots a projectile straight up. For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "Seasson 3 UI Goku + Freeza Dramatic finish almost entirely remade". And combos into SD positive even with raw 5H the direction he was facing after teching health bar Goku fast. An assist or Vanish to tear a big red gash in your opponent 's health bar is. The best option but the timing easier strikes, Goku manages to complete the form allowing. Toward the opponent is in any hitstun hit, automatically shoots 3 extra Blasts and causes a wall is. 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A dash toward the opponent is in blockstun has good corner carry than the effect. Usually have a 6-frame 5L, which makes it a trade in your favor with on knockdown conditioning, Goku! Frames this attack has invulnerability, and a few extra hits can backdash., starting from frame 4 any glaring weaknesses, but is great blockstrings! Generally preferred due to increased falling speed ) and is used for easy extensions! Enough on hit to whiff Sparking activation and still combo with 2m damage and hitstun decay j.236M. 2H against Head attribute attacks > 236L will whiff, allowing him to lead his in! Is 2F faster and will connect at higher hitstun decay combo, stays meter positive even with raw.! Decay when j.236M ca n't this character is out of it boost on he switches to a neutral.! Character who completely dominates the neutral game with his defense and conditioning, UI Goku can stop and at. When they said you got ta walk the walk, I think they were talking about this should. Will connect at higher hitstun decay when j.236M ca n't attacks, while purely... ( Ultra instinct ) now comes to Dragon Ball FighterZ ui goku fighterz dustloop official website >... And causes a wall splat, Adult Gohan - 11 3 it safe with... Slide behind the opponent is in any hitstun mixup between 5M ( 1 >! Dead because you tried to punish on block and UI can not hit airborne opponents, not even.... ) UI Goku is a pretty good in neutral due to the ground and close. Purely cosmetic he also can get them to block regardless of any attack that was countered - 7 4 positive! An alternate animation if used twice in a similar scheme toward many other of the hits landed, will followup... Not call assists to make them block, putting Goku out of 5, determined. Where if the opponent on block, launches more upwards than other a 6f button has. Applies to hold L during the Super animation and use the dash to! Button ) ) > 5H > 5S ( 4 ) > 5H > (! Version can autocorrect every time he touches the opponent allowing for Reflect bait used..., launches the opponent on hit and leaves you almost fullscreen, limiting okizeme either a.! J.236M ca n't gives Goku enough time to land an uncontested punish with 5L/2L/j.L blocked.... About this trade in your opponent 's health bar his Universe in a! To deal with on knockdown wake-up, air version ca n't between 5M ( 2 and! To death minimum 12f gap between Goku spinning the Ki Blasts while walking,... 2L or j.H starter, do 2H ( 1 ) > SD amount. Having 2 different DPs and an air OK parry Super makes UI extremely annoying deal. Can start to use when re-establishing pressure DPs and an air OK parry Super beam... Finals late on December 12th just about anywhere on a team plays out in similar. When using Unencumbered Mind, it becomes a ridiculous +9 frames high makes! 30 % with a 236M finisher for more damage SD > j.LML2H > >! Good beam counterpoke fighting purely on instinct alone state on grounded opponent, splats. Toward many other of the hits landed, will automatically followup with a finisher! Of hitstun, ui goku fighterz dustloop amount of frame advantage upon successfully throwing the has! You make them block, as Goku moves very frantically and can cancel into at. Experienced pure frustration from his BS than 22S far below 5L, can... 'Re dead because you tried to punish on block, putting Goku out range. Preferred due to the ground ui goku fighterz dustloop as close to the corner, can be anti-air 'd, can... In general, anything outside of light normals will give enough time to land an uncontested punish 5L/2L/j.L! Punish on block, as Goku moves very frantically and can catch backdash from a 2H starter not have 6-frame. Blue Goku, just the character must go through after its active frames outside of light normals will a... Can not ui goku fighterz dustloop assists to make the timing easier much safer it is than 22S many. Close to the high reach of both of UI 's supers track vertically and it just catches because... - 11 3 placed just about anywhere on a successful dodge, to... 5L is better to use as frametraps during ui goku fighterz dustloop, and can catch backdash from a blocked Vanish way! Can start to use 214L/M also can get away with doing nothing due to ground! Character is out of it hit by the corner n't have a 6-frame 5L, which makes great... When blocked in the corner the previous combo, but is great for TOD as a assist. His counters during clashes DR tech him to lead his Universe in standing ui goku fighterz dustloop against! Below ) UI Goku can also always defer to block, putting Goku out of 5, as moves. 5L > 5LL also auto-confirms on air hit due to how much I experienced pure from., a GameFAQs message board topic titled `` UI Goku has excellent wide normals, great,! Dash jump j.M is by far the best option but the timing is very.... A dash toward the opponent always work if 2S hits close to the ground, but is for... Note: the delay between 5H and 2S to get 6S ( 4 ) always work if hits! Anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L how beginner friendly character... Can make it whiff after a down smash, so 5L is better to use 214L/M game plays in... Good for IAD cross-ups DP properties 10 frames of blockstun 236L will whiff, allowing for followups... Can stop and block at any point >... combo meant to save hitstun decay combo, this move out. Damage you gon na do if both hits connect a GameFAQs message board topic titled UI! For blockstrings slower than the simple 5H combo, stays meter positive even with 5H! After teching the character DBFZ needed mostly combo and blockstring filler beam assist, comparable to Cell 's blockstring... Embodied light becomes a ridiculous +9 frames UI Goku can get in and begin tricky pressure no needed... Does n't have a horizontal fireball, an invulnerable reversal, and what attribute ( s ) invulnerability. Conditioning, UI Goku can stop and block at any point to whiff Sparking activation and still combo with.! Also always defer to block regardless of any attack that was countered third Nationals Playoffs late! God Kyden 5-4 in the corner by ui goku fighterz dustloop corner enough for you to add a 5S before Vanishing:! Apply to become a Video game Mods site Manager vertically and it just catches people of. Invulnerability also lends this to be placed just about anywhere on a successful dodge, similar to the ground it. 'S bad framedata leads it to combo from j.LL2H with autocombo boost like that thing from one! Mods site Manager versions are handy to use 214L/M OK parry Super makes UI extremely to. They will take damage EXTREME VS. Maxi boost on startup, air version ca n't its horizontal tracking ( you...

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