Dragon Ball FighterZ Wiki
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Move List
Frame Data

Images sourced from the Dustloop wiki.

Power
 
SS
Speed
 
SS
Reach
 
A
Technique
 
SS
Energy
 
SS
Ease of Use
 
A
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.

Normal Attacks[]

Input Damage Guard Start-Up Advantage
Input L 400 All 7 -9
DBFZ UIGoku 5L Does a mid-level jab.
Input LInput L 700 All 14 -5
DBFZ UIGoku 5LL Appears in the air and does a falling punch.
Input LInput LInput L 940 Throw 11
DBFZ UIGoku 5LLL Grabs the opponent, moves behind them, and attacks with an elbow strike and then a reverse roundhouse kick.
Input Damage Guard Start-Up Advantage
Input M 1060 All, Low 10 -5
DBFZ UIGoku 5M

DBFZ UIGoku 5M2

Does a mid-level roundhouse kick.
Input Damage Guard Start-Up Advantage
Input H 1000 / 1000 All 15 -13
DBFZ UIGoku 5H Does a charging punch. The attack carries the opponent a short distance forward on hit.
Input Damage Guard Start-Up Advantage
Input S 810 All 21 -5
DBFZ UIGoku 5S Fires a shockwave with his fist. On hit, Goku automatically shoots 3 extra blast.
Input Damage Guard Start-Up Advantage
Input 2Input L 400 Crouch 7 -4
DBFZ UIGoku 2L Jabs at a downward angle.
Input Damage Guard Start-Up Advantage
Input 2Input M 700 Crouch 13 -7
DBFZ UIGoku 2M Does a sweepkick.
Input Damage Guard Start-Up Advantage
Input 2Input H 400, 400 / 850 All 12 -16
DBFZ UIGoku 2H 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
Input 2Input S 800 All 21 -9
DBFZ UIGoku 2S Fires an energy blast at an upward angle. The blast has beam properties.
Input Damage Guard Start-Up Advantage
Input 6Input M 850 Stand 24 0
DBFZ UIGoku 6M Does jumping a modified axe kick with both legs.
Input Damage Guard Start-Up Advantage
Input L (in air) 400 Stand 6
DBFZ UIGoku jL 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
Input M (in air) 700 Stand 11
DBFZ UIGoku jM Does a midair roundhouse kick.
Input Damage Guard Start-Up Advantage
Input H (in air) 850 / 1000 Stand 13
DBFZ UIGoku jH Does a modified axe kick with both legs.
Input Damage Guard Start-Up Advantage
Input S (in air) 810 All 18
DBFZ UIGoku jS Fires a shockwave with his fist. On hit, Goku automatically shoots 3 extra blast.
Input Damage Guard Start-Up Advantage
Input 2Input H (in air) 850 All 13
DBFZ UIGoku j2H Does a midair stretch kick.


Special Moves[]

Secret Sensation (極意の体感)
Input Damage Guard Start-Up Advantage
Input 6Input H
DBFZ UIGoku 6H2 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
Input 6Input S 960 All 12 -13
DBFZ UIGoku 6S1
DBFZ UIGoku 6S2
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 Input LInput M when recovering 100 All 25 -20
DBFZ UIGoku UnrestrainedWill 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)
DBFZ UIGoku GodlyDisplay1
DBFZ UIGoku GodlyDisplay2
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
Input 236Input L 1064 All 16 -2
The dash travels half screen.
Input 236Input M 1280 All 28 -2
The dash travels fullscreen. Has higher invincibility frames, but also has more start-up lag.
Input 236Input H 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)
DBFZ UIGoku AutonomousFist 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
Input 236Input L (in air) 820 All 11
The attack causes a soft knockdown on hit.
Input 236Input M (in air) 980 All 15
Has slightly more startup, but deals more damage, and causes sliding knockdown on Smash hit.
Input 236Input H (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
Input 214Input L (air OK) 1000 All 31 / 28 / 19
DBFZ UIGoku GodlyStrike 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
Input 214Input M (air OK) 1200 Throw 31 / 35 / 27
DBFZ UIGoku Transcendence

DBFZ UIGoku Transcendence2

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
Input 214Input H (air OK) 1200 All 18 / 9 / 10
DBFZ UIGoku EmbodiedLight

DBFZ UIGoku EmbodiedLight2

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)
DBFZ UIGoku UnencumberedMind 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:
Input L: Godly Strike
Input M: Transcendence
Input H: Embodied Light
Input S: Kamehameha (forward variant)
Input Damage Guard Start-Up Advantage
Hold Input 214Input L
Leaps once and then charges forward.
Hold Input 214Input M
Leaps three times before charging forward. Crosses up the opponent on the first and final jump.
Hold Input 214Input H
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
Input 236Input S (air OK) 1098 All 26 / 24 -18 / -6
DBFZ UIGoku Kamehameha Leaps forward and fires a Kamehameha at a downward angle.
Input 214Input S (air OK) 1098 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
Input 2Input 2Input S 1380 All 16 -31
DBFZ UIGoku RisingHeat

DBFZ UIGoku RisingHeat2

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)
Input A1/Input A2 820 All 25
DBFZ UIGoku RisingHeat

DBFZ UIGoku RisingHeat2

Unleashes a shockwave that launches the opponent into the air.
Z-Assist B: Kamehameha (かめはめ波)
Input A1/Input A2 760 All 40
DBFZ UIGoku Kamehameha Flips forward and fires a Kamehameha at a downward angle.
Z-Assist C: Unrestrained Will (はやる闘志)
Input A1/Input A2 1080 All 60
DBFZ UIGoku UnrestrainedWill 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
Input 236Input LInput M
(air OK)
250 All 23 -44 / -46
DBFZ UIGoku AcceleratingBattleSpirit 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
Follow-up icon Any attack button 809, [2859]
DBFZ UIGoku AcceleratingBattleSpirit2 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
Input 236Input HInput S
(air OK)
2659 Throw
DBFZ UIGoku GuidingImpulse

DBFZ UIGoku GuidingImpulse2

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
Input 214Input LInput M or Input HInput S
(air OK)
4359 All 12 -25
DBFZ UIGoku SilverDragonFlash

DBFZ UIGoku SilverDragonFlash2

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.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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