DBFZ/UI Goku/Frame Data

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System Data


Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400 All 7 6 19 -9 3
5LL 700 All 14 4 17 -5 4-17 Low 3
5LLL 300, 800 U3+ Throw 11 1 20 4
5M 700, 400 All, Low 10 5(10)4 17 -5 2
5H 850 / 300,700 U1 All 15 4 26 -13 4
5S 600, 100×3 All 21 5 26 -5 3
2L 400 Low 7 3 13 -4 1
2M 700 Low 13 4 19 -7 2
2H 400×2 / 400,850 U1+ All 13 4(16)2 21 -16 4-16 Head 4
2S 800 All 21 5 30 -9 3 -9
6M 850 High 24 6 4+6L ±0 3 15 18 23
6H Catch Total 56 4-33 Non-throw, non-Super
6H Move Total 4+9
[Total 4+4]
1-15 All
[1-10 All]
6S 200×2, 750×2 All 12 8,13(14)X Total 83 -13 4-49 Ki Blasts 2×2, 3×3
j.L 400 High 6 3 12 1
j.M 700 High 11 4 18 2
5LLLLLLL 850 / 1000 D3+ High 13 4 16 3 / 4
j.H 850 / 1000 D1+ High 13 4 16 3 / 4
j.S 600, 100×3 All 17 5 32+10L 3
j.2H 850 U1+ All 13 4 24 3


Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Godly Display 1064 U1+ All 16 2 16 -2 16-19 All 3
236M M Godly Display 1280 U1+ All 28 1 21 -2 28-35 All 3
236H H Godly Display 1496 U1+ All 16 1 17 -2 16-19 All 3
j.236L L Autonomous Fist 820 All 11 3×7 15(+10L) 3
j.236M M Autonomous Fist 980 D1 All 15 3×7 15(+10L) 3
j.236H H Autonomous Fist 1540 D1 All 11 3×7 15(+10L) 3
214[L] L Unencumbered Mind Total 59 4-52 Projectiles
214[M] M Unencumbered Mind Total 99 4-92 Projectiles
214[H] H Unencumbered Mind Total 93 4-18 All, 19-86 Projectiles
214L Godly Strike 400 / 1000 D1 All 31 5 23(+3L) +3 4-19 Projectiles 3
214M Transcendence 1200 U2+ Throw 31 1 31 4-25 Projectiles 3
214H Embodied Light 1200 U1+ All 18 3 29+10L -5 4-20 All 3
214[X] > L Godly Strike 400 / 1000 D1 All 19 5 23(+3L) +3 3
214[X] > M Transcendence 1200 U2+ Throw 27 1 31 3
214[X] > H Embodied Light 1200 U1+ All 10 [8] 3 29+10L -5 1-12 [1-10] All 3
j.214L Godly Strike 400 / 1000 D1 All 28 [21~34] 5 23(+3L) +3 3
j.214M Transcendence 1200 U2+ Throw Until L+9 1 31 3
j.214H Embodied Light 1200 U1+ All 9 3 41+10L 4-11 All 3
236S Kamehameha 262×5 All 26 -18 3
214[X] > S Kamehameha 262×5 All 24 -5 1-48 Projectiles 3
j.236S Kamehameha 262×5 All 26 3
22S Rising Heat 400, 700 All 12 14, X Total 77 -31 1-29 Head 3
Recovery > [LM] Unrestrained Will 1000 D1 All 30 5 50(+15L) -30 1-30 All 3


Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Rising Heat 400, 600 All 26 +25 Head 3
Assist B Kamehameha 200×5 All 35 +30 3 +30
Assist C Unrestrained Will 800, 400 All 51 [21] +25 Full 3


Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236LM Accelerating Battle Spirit 250×10 UDV All 19+4 [6+4] -55 19- All 4
j.236LM Air Accelerating Battle Spirit 250×10 UDV All 19+4 [6+4] -57 4
236[LM] Unpolished Instinct 809 UDV All
236HS Guiding Impulse 2659 Throw Total 70 1-45 Non-throw, non-Super
j.236HS Air Guiding Impulse 2659 Throw Until L 1-45 Non-throw, non-Super
214LM Silver Dragon Flash 4359 UDV All 9+3 -25 1-15 All
j.214LM Air Silver Dragon Flash 4359 UDV All 9+3 Until L 1-15 All


Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5L[+], 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L, 2L[+] 5M, 2M, 6M 5H, 2H 5S Sp
5M - 2M, 6M 5H, 2H 5S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S Sp
6M - - - - -
5H - - 2H 5S Sp
2H - - - - Sp
5S - - 5H, 2H - Sp
Air Z Combo
L M H S Cancel
j.L j.L, j.LL[-] j.M j.H, j.2H j.S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - j.S Jump, Sp
j.S - - - - Sp
  • 5L and 2L can only be done a max of 2 times per string total
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available even on whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X won't come out if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

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