Goku (Ultra Instinct)'s stats from Dragon Ball FighterZ's official website.
Goku (Ultra Instinct) is invulnerable to Ki Blasts while walking forward, starting from frame 4. Since it's a walk, Goku can stop and block at any moment, or cancel it into other moves.
Grabs the opponent, moves behind them, and attacks with an elbow strike and then a reverse roundhouse kick.
Input
Damage
Guard
Start-Up
Advantage
1060700, 400
All, Low
10
-5
Does a mid-level roundhouse kick.
Input
Damage
Guard
Start-Up
Advantage
1000700, 400 / 1000After Smash hit
All
15
-13
Does a charging punch. The attack carries the opponent a short distance forward on hit.
Input
Damage
Guard
Start-Up
Advantage
810600, 100, 100, 100
All
21
-5
Fires a shockwave with his fist. On hit, Goku automatically shoots 3 extra blast.
Input
Damage
Guard
Start-Up
Advantage
400
Crouch
7
-4
Jabs at a downward angle.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
13
-7
Does a sweepkick.
Input
Damage
Guard
Start-Up
Advantage
400, 400Second hit / 850Second hit follow-up
All
12
-16
Performs two jumping kicks. The second kick comes out quickly on hit, but there's a brief delay on a whiff.
Input
Damage
Guard
Start-Up
Advantage
800
All
21
-9
Fires an energy blast at an upward angle. The blast has beam properties.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
24
0
Does jumping a modified axe kick with both legs.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
6
—
Does a midair jab. The follow-up attack actually uses a different animation where Goku jabs with his leading arm.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
11
—
Does a midair roundhouse kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850Raw / 1000After Smash hit
Stand
13
—
Does a modified axe kick with both legs.
Input
Damage
Guard
Start-Up
Advantage
(in air)
810600, 100, 100, 100
All
18
—
Fires a shockwave with his fist. On hit, Goku automatically shoots 3 extra blast.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
All
13
—
Does a midair stretch kick.
Special Moves[]
Secret Sensation (極意の体感)
Input
Damage
Guard
Start-Up
Advantage
—
—
—
—
A counterattack which causes Goku to evade any incoming attack. On successful activation, Goku will slide behind the opponent, allowing for immediate followups. If the opponent is grounded, he'll stay grounded, if they're airborne, he'll also be airborne. Frame advantage varies depending on the distance between Goku and his opponent.
Shining Soul (閃空演舞)
Input
Damage
Guard
Start-Up
Advantage
960200, 200, 750
All
12
-13
A projectile attack where Goku creates two ki spheres, circles them around himself with his hands, and then fires them simultaneously front and back.
Unrestrained Will (はやる闘志)
Input
Damage
Guard
Start-Up
Advantage
Hold when recovering
100
All
25
-20
A recovery attack where Goku appears in front of the opponent and does a charging punch. Works after any ground tech, air tech and DR tech, but doesn't work on grounded hitstun and snapback.
Godly Display (神越演武)
Goku vanishes and moves forward at unfathomable speed. On contact, he appears behind the opponent and attacks them with invisible unseen blows. Connecting with this move crosses up the opponent.
Input
Damage
Guard
Start-Up
Advantage
1064
All
16
-2
The dash travels half screen.
1280
All
28
-2
The dash travels fullscreen. Has higher invincibility frames, but also has more start-up lag.
1496
All
16
-2
The dash travels 80% of the screen and the attack portion deals more damage with dealing a wallbounce. Consumes half a Ki gauge per use.
Autonomous Fist (無心の拳)
Moves forward and unleashes a flurry of blows. Halts all of Goku's momentum and moves him slightly forward. If any of the hits lands, Goku automatically follows up with a few extra hits.
Input
Damage
Guard
Start-Up
Advantage
(in air)
820
All
11
—
The attack causes a soft knockdown on hit.
(in air)
980
All
15
—
Has slightly more startup, but deals more damage, and causes sliding knockdown on Smash hit.
(in air)
1540
All
11
—
There's an additional attack on hit where Goku knocks the opponent down to the ground. This variant crosses up the opponent. Consumes half a Ki gauge per use.
Godly Strike (神の一打)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1000
All
31Ground / 28Air / 19During Unencumbered Mind
—
Leaps forward and attacks the opponent, sending them flying away. Goku is invincible against projectiles at the beginning of the jump.
Transcendence (爆ぜる感性)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1200
Throw
31Ground / 35Air / 27During Unencumbered Mind
—
Leaps forward and binds the opponent with one arm. On contact, Goku moves around the opponent, and surrounds them with four ki spheres before blasting them away. Grants Goku invincibility frames during the jump. This move cannot hit airborne opponents, even during mid-combos.
Embodied Light (直感の煌めき)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1200
All
18Ground / 9Air / 10During Unencumbered Mind
—
Vanishes and charges at the opponent. On contact, Goku strikes the opponent with shockwaves that causes them to crumple down to the ground. Has full invincibility frames during before reappearing. Consumes half a Ki gauge per use.
Unencumbered Mind (冴え渡る感覚)
A command movement where Goku leaps around while moving toward the opponent. Grants Goku invincibility toward all projectile-based attacks during movement. Inputting the corresponding buttons will make Goku follow-up with corresponding special move listed below: : Godly Strike : Transcendence : Embodied Light : Kamehameha (forward variant)
Input
Damage
Guard
Start-Up
Advantage
Hold
—
—
—
—
Leaps once and then charges forward.
Hold
—
—
—
—
Leaps three times before charging forward. Crosses up the opponent on the first and final jump.
Hold
—
—
—
—
Vanishes forward, then jumps twice, and then dashes forward. Has full invincibility during the vanishing portion. Crosses up the opponent on the first jump. Consumes half a Ki gauge per use.
Kamehameha (かめはめ波)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
1098262 (x5)
All
26Ground / 24During Unencumbered Mind
-18Ground / -6During Unencumbered Mind
Leaps forward and fires a Kamehameha at a downward angle.
(air OK)
1098262 (x5)
All
26
—
Leaps backwards and fires a Kamehameha at a downward angle.
Rising Heat (高めた熱さ)
Input
Damage
Guard
Start-Up
Advantage
1380400, 1400
All
16
-31
Unleashes a shockwave that launches the opponent into the air.
Z Assists[]
Input
Damage
Guard
Start-Up
Advantage
Z-Assist A: Rising Heat (高めた熱さ)
/
820400, 600
All
25
—
Unleashes a shockwave that launches the opponent into the air.
Z-Assist B: Kamehameha (かめはめ波)
/
760200 (x5)
All
40
—
Flips forward and fires a Kamehameha at a downward angle.
Z-Assist C: Unrestrained Will (はやる闘志)
/
1080800, 400
All
60
—
Vanishes and attacks with a charging cross. Follows-up with an additional attack on hit that sends the opponent toward the point character.
Super Attacks[]
Accelerating Battle Spirit (加速する闘気)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
250250 (x10)
All
23
-44Ground / -46Air
Appears behind the opponent and fires an energy blast at a downward angle. The startup time is reduced if the opponent is in any hitstun. Consumes one ki gauge per use.
Unpolished Instinct (未完成の極意)
Input
Damage
Guard
Start-Up
Advantage
Any attack button
809, [2859Maximum damage]
—
—
—
An additional attack where Goku charges forward and hits the opponent with a powerful punch. Consumes one ki gauge per use.
Guiding Impulse (本能の導き)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
2659
Throw
—
—
A counterattack where Goku throws the opponent behind himself, teleports in front of them and unleashes a barrage of attacks. Consumes one ki gauge per use.
Meteor Attacks[]
Silver Dragon Flash (銀龍の一閃)
Input
Damage
Guard
Start-Up
Advantage
or (air OK)
4359
All
12
-25
Charges at the opponent with a destructive punch. On hit, Goku moves past the opponent, attacking them with a barrage of blows, and then fires an massive Kamehameha at point-blank range. Consumes three ki gauges per use.