"When the world needed him most, he vanished.". Popular teams with Goku - Dragon Ball FighterZ. Controls â¢ Forms a basic mixup between 5M(2) and 5M(1) > 6M. Attack Attributes â¢ 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. 1. Huge range with really good pushback on block, putting Goku out of range of most normals. With proper timing, Trunks can connect j.S > j.236M midscreen as an example. 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. 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. (Less damage, harder assist extensions but better oki), 2M > 5M(1) > 5H > SD > delay j.ML2H > jc.LLL > j.214L. Movement/Canceling â¢ This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 … On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out. Huge amount of hitstun, low amount of blockstun. The second hit exacerbates your combo damage and hitstun decay, but is great for blockstrings. Very similar to the previous combo, but with a 236M finisher for more damage. j.2H > jc.L works even on Smash hit. The difference between the attacker's recovery and the period that the opponent is in blockstun. This invulnerability goes away the moment he switches to a different action. This page was last edited on 20 December 2020, at 17:56. The hitbox is massive, which will lead to this move beating out a lot more than it really should. An opponent can frequently find themselves afraid to attack and then helpless to escape pressure. 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. 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! Tracks horizontally for about half screen. 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. Goku, Android 21, Bardock - 6 Cannot hit airborne opponents, not even mid-combo. For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "Seasson 3 UI Goku + Freeza Dramatic finish almost entirely remade". 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. From 2L or j.H starter, skip 5H. DBZ by diegoku92. j.H Smash hit causes a sliding knockdown. For Dragon Ball FighterZ on the PlayStation 4, a GameFAQs message board topic titled "V-Jump scans (UI Goku)". I don't want to play the game until Bandai nerfs UI Goku period. 2S > 6S(4) always work if 2S hits close to the ground and as close to the corner as possible. 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. 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. 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). Autocorrects if he overshoots the opponent. Slower than the average beam assist, comparable to Cell's. The game plays out in a similar scheme toward many other of the traditional Arc System Works-developed fighting games. The Dragon Ball FighterZ National Championships France division has found its champion. Defense • Attacks from the direction he was facing after teching. 2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.LML2H > jc.LLS > j.236M. Striking fear into an opponent with his defense and conditioning, UI Goku can get in and begin tricky pressure. 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. This page was last edited on 15 December 2020, at 10:35. "Immune" to cross-ups as it hits both sides and doesn't require forward/backward input. UI Goku's sheer versatility allows him to be placed just about anywhere on a team. Using this in the air about the same time as a beam assist virtually covers the entire screen with a hitbox. This would've been good if it had the Unencumbered Mind version's projectile invulnerability. Combos Shows how many frame that the corresponding move needs to go through in order to reach its active frames. j.2H can link into jc.L even on Smash hit. With his mind and body separated, he became agile enough to swiftly evade incoming attacks while fighting purely depending on instinct alone. The basic controls of combat consists of multiple butt… Mostly used in corner combos. Can also be used as a whiffed command dash in a similar vein to 236H in certain near-corner combos. Command dodge for everything but throws and Supers. Goku, Goku Black, Blue Goku - 17 2. Its high damage, cross-up immunity, and high hitstun makes this an amazing reversal. 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. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. 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. Mixup master Marwan "Wawa" Berthe defeated defense god Kyden 5-4 in the third Nationals Playoffs Finals late on December 12th. 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. ". 214H is generally preferred due to how much safer it is than 22S. Simple corner combo. Both of UI's supers track vertically and it deals high damage. 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. 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