![]() Initially it's 31f startup and Head attribute my make it seem very risky, the fact that it comes from his Unencumbered Mind stance gives it several bonuses. Most obviously is 214L, which is plus on block. UI Goku has a large number of points in his blockstrings where he can steal his turn back. Kid Buu is a particularly good partner for UI Goku, as 2S > 5S > Vanish almost completely eliminates his need for a neutral assist and he uses Kid Buu's assist very effectively. 5 bars he can even use Ki Blast assists in pressure with the threat of 214H to shut down superdash and 214M to shut down reflect. Beams work very well in terms of covering 214 shenanigans as well as giving easy extensions after j.H > j.214L. Any sort of assist whether high or low blockstun can be used to make blockstrings true and lead to good setups. ![]() ![]() UI Goku can dominate neutral and he has potent frametraps and left right mixups as well as tick throw. Furthermore, possessing a strong counter super that cannot be evaded close up, a level two, an invincible reversal that can be canceled into 236 H+S, and strong level three, Anchor UI Goku is a strong choice, although be aware that you'll be dealing with some poor oki. he also has pretty decent damage with sparking and limit breaking making use of his 2S and 6S in strings in the corner. UI Goku could honestly stand by himself given his counters, left right mixups, and zoning. These assists are pretty difficult to use well, but if you can get past that, it can work fine. After building a lot of meter, it makes his options more safe while simultaneously making use of his decent assists, being an anti-air on-demand and a beam. Mid is not a bad position for UI Goku either. 214L follow up with assists creates very long and high damage combos that could also end up leading to a very easy TOD based off simple BnB combos. Low blockstun assists could combo into his 5LLL and if he opens up the opponent after using 236L he can use his auto combo to side switch and keep corner. He can use assists for potent mixups with 214X and 236L in any part of the stage. Point is a great position for UI Goku given his combo scheme being unorthodox. So he is best played as a point character. However he has negavtive moves, bad assists, and poor okizeme. UI Goku has strong left right mixup, counters, level two, high meter gain, and zoning. †Note 2: Play "Entrance of the Gladiators" alongside the clip to enhance the experience. ![]() Many adjustments have since been made to the game, but they wouldn't affect the high level decision making being showcased here. †Note: This footage came from the Dragon Ball FighterZ National Championship US West Week 4 (Source: YouTube), being played on Version 1.25. ![]()
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