To help JP players not get bombared w/ english questions, I& #39;m going to breakdown reasons UI Goku is very strong / top tier!
-Very strong L normals + autocombo. 5L is huge, tons of hitstun. 2L scooting forward and repeatable is valuable. j.L is a sword
-Very strong L normals + autocombo. 5L is huge, tons of hitstun. 2L scooting forward and repeatable is valuable. j.L is a sword
-5M is very solid, far and fast (10f). j.M is one of the best ones in the game, boasting the ability to cross up at even point-blank IAD range.
-5H is pretty strong, giving UI big corner carry in combos and just being a fairly strong button in general. His 2H is suprisingly safe
-5H is pretty strong, giving UI big corner carry in combos and just being a fairly strong button in general. His 2H is suprisingly safe
-5S "beam" property, beating out other ki blasts. One big thing to note is the multi-hits only come out on hit, giving you a very easy hit-confirm. j.S shares these properties.
6S is actually massive and can be used in a lot of ways to set up frame traps or even anti-air.
6S is actually massive and can be used in a lot of ways to set up frame traps or even anti-air.
He pumps out damage VERY easily with assists, legitimately on some S.Broly damage output levels. You will die with a 3-4 bar M starter, and L starters WILL two touch you.
Flips have high utility in neutral and as RPS options in pressure, paired with his beam or H followup
Flips have high utility in neutral and as RPS options in pressure, paired with his beam or H followup
3 reversal options that can all be punished with some training, but requires opponents to stay on their toes while also dealing with reflect, fuzzy jump, universal mechanics etc.
214H is...probably overtuned. Extremely safe, invuln on f4, catches backdashes after vanish...
214H is...probably overtuned. Extremely safe, invuln on f4, catches backdashes after vanish...
..and gives him yet another way to crush Superdash or reckless pressure resets.
His A assist is /top notch/. Fantastic knockdown control, amazing defensive space control and has a ton of hitstun + invuln frames.
His A assist is /top notch/. Fantastic knockdown control, amazing defensive space control and has a ton of hitstun + invuln frames.
B assist is prob the weakest beam assist in the game. Slow, low angle, called in a dangerous position and more easily hit than most. Look elsewhere for beam if you can.
C assist, GO1 likes its speed + tracking. I don& #39;t really care for it myself, but its there!
C assist, GO1 likes its speed + tracking. I don& #39;t really care for it myself, but its there!
Neutral wise, he has all the normal tools of top tiers, while also having access to 6H and 236HS (super counter) to mitigate assist calls. 236M has a bit of slow startup, but once it starts up will cut through anything in its way and only -2. 236H is faster but not full screen
I think his only real flaw as a character is his momentum post super. His level 1 and level 3 have fairly weak advantage and also swap sides. You can get around this by giving using his level 1 to DHC to another char w/ knockdown, or DR -> 236L ender to keep corner.