DBFZ/UI Goku/Combos

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< DBFZ‎ | UI Goku
Goku (Ultra Instinct)
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

Midscreen Combos

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M(1) > jc.MLL2H > SD > j.MLL2H > jc.LLL (j.214L) 4185 1.05 All Very Easy Basic BnB the j.214L is optional for slightly more damage but you have to be high enough for it to hit
2M > 5M(1) > jc.MLL2H > delay SD > j.MLL2H > jc.LLL 4185 1.05 All Very Easy Switches sides. Reallyyy delay the SD.
2H(2) > SD > j.L > delay j.L2H > jc.LLL 3200 0.81 Small, Medium Medium 2H sideswitch version.
... j.LL > j.236M All Very Easy Alternate ender, very close to opponent on sliding knockdown. (Less damage, harder assist extensions but better oki)
... j.LLS > j.236M All Very Easy End with this when near the corner.
2M > 5M(1) > 5H > SD > delay j.ML2H > jc.LLL > j.214L 4185 0.98 All Easy Corner carry combo. Delay 5M from 5LL starter.
SD > j.LL2H > jc.LLL 2400 0.56 All Very Easy SD conversion. j.2H can link into jc.L even on Smash hit.
2M > 5M > jc.M2H > SD > j.M2H > jc.MH > j.214L > ... All Combo meant to save hitstun decay. Combine this with an assist or vanish to tear a big red gash in your opponent's health bar.
2H > SD > j.M2H > jc.H > j.214L > ... All Alternate low hitstun decay combo, this time from a 2H starter.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M(1) > 5H > 236H (whiff), 5LL > 2M > delay 5M(1) > 6S(1) > SD > j.ML2H > jc.LLL > j.214L 4742 0.34 All Easy Much better corner carry than the simple 5H combo, stays meter positive even with raw 5H.
2M > 5M(1) > 5H > 236H (whiff), 5LL > 2M > 5M(1) > sjc.LML2H > delay jc.LLL > j.214L 4852 0.05 All Easy Alternate route with more damage but less meter.
The longer you delay the double jump, the more time you'll have for meter gain penalty to go away and so the more meter you'll gain.
214M > 5S(4) > Vanish ... 2020+ -0.81 All Easy Vanish extension from 214M or 236M.
... > Vanish ▷ IAD j.ML ▷ 5LL > 2M > delay 5M(1) > 6S(1) > SD > j.LL2H > jc.LLL > j.214L 2605 from 5S(4) All Easy Post Vanish route.
... > Vanish ▷ IAD j.ML ▷ 5LLL > SD > j.LL2H > jc.LLL > j.214L 2565 from 5S(4) All Easy Alternate Vanish route (sides switches).

Corner Combos

Meterless

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.LML2H > jc.LLL > j.214L 4612 ~1.17 All Very Easy Simple corner combo. Works from midscreen as well.
2M > 5M(1) > 5H > 5S(4) > 2S > SD > j.LML2H > jc.LLS > j.236M 4650 ~1.13 All Very Easy Very similar to the previous combo, but with a 236M finisher for more damage. Also works from midscreen, but make sure you're by the corner by the time you do j.LLS.
[DR] > j.LML2H > jc.LLS(4) > j.236M 3022 1.5+ All Very Easy Simple DR combo.
2M > 2S > 6S(4) > delay 5H > 5S(4) > 2H(2) > SD > j.4LL > j.M2H > jc.LLL > j.214L 5062 from 5M(1) 1.54 All Easy 2S > 6S(4) will always work if 2S hits close to the ground and as close to the corner as possible.
2M > 5M(1) > 5H > delay 2S > 6S(4) > delay 5S(4) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L 5097 1.5 All Medium "Optimal" string but very inconsistent.
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.
Extra note: The delay between 5H and 2S to get 6S(4) is an 1f window on most characters.
214M, dash 2M > 2S > 6S(4) > delay 5H > 5S(4) > 2H(2) > SD > j.LL2H > jc.LLL > j.214L 3260 1.53 All Easy Command grab conversion #1.
214M, dash 5LL > 2M > 2S > 6S(4) > delay 5H > 2H(2) > SD > j.LL2H > jc.LLL > j.214L 3185 1.64 All Easy Command grab conversion #2.
5LL > 236L, dash 5LL > 2M > 2S > 6S(4) > delay 5H > 2H(2) > SD > j.M2H > jc.LLL > j.214L 4062 ~1.8 All Medium Back-to-corner combo #1. From 2L or j.H starter, skip 5H.
Gets harder the further away from the corner you are. 236L, dash 5L link only works if the dash is about half screen in length.
5LL > 6S(2) > 236M, dash 5LL > 2M > 5H > 2S > 2H(2) > SD > j.LL2H > jc.LLL > j.214L 3435 ~1.8 All Easy Back-to-corner combo #2. From 2L or j.H starter, do SD > j.M2H
Works further out compared to the last combo since 236M gives you more time to dash back in.
5LL > 6S(1) > 236M, dash 2M > 2S > 6S(4) > delay 5H > 2H(2) > SD > j.LL2H > jc.LLL > j.214L 3525 ~1.73 All Easy Back-to-corner combo #3. From 2L or j.H starter, do 2H(1) > SD.
Easiest variation since 6S(1) pulls the opponent closer.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
214H, j.214M, dash 2M > 5H > 2S > 2H(2) > SD > j.LL2H > jc.LLL > j.214L 3395 -0.37 All Easy Grounded 214H confirm.
2M > 5M(1) > 214H > airdash j.M ▷ 5LL > 2M > delay 5M(1) > 5H > delay 6S(3) > 2S > SD > j.LL2H > jc.LLL > j.214L 5646 -0.22 All Medium High damage 214H combo.

Assist Extensions

Combo Position Works on: Difficulty Notes
214M/236M , Assist > 5S(2) > SD Midscreen All Midscreen meterless 214M or 236M confirm using full screen assist like beams. Use 5S(1) depending on the assist (C assist and some tracking assist allow Goku to dash up and hit 5L so experiment with your team)
... djc > j.LLL > j.214L > Assist ... Anywhere All j.214L makes assist extensions a breeze.
... Assist > 5L > 5LL > 2M > 236L ... Anywhere All Post smash j.H assist extension for more damage (Can add 5H > 5S after 2M if in the corner)
... Assist > DR > 22S > Super Corner All 22S makes for excellent combo filler when going into supers. Both of UI's supers track vertically and it deals high damage.

Sparking

  • 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

Midscreen 6S Sparking Loop

  • 2M > 22S > Spark > 5L (whiff) > 5LL > 2M > 5H > IAD j.M > 5LL > 2M > 5H > IAD j.LM > 5H > 2S > sjc.LLS > SD > j.LL2H > j.LLL > j.214L

High damage corner 2M Spark combo. Thanks, Wawa!

Miscellaneous

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