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Ultra Instinct Goku

Ultra Instinct Goku

Ultra Instinct is a series of principles centered around allowing one's body to act independently and before any moves have been made. Goku is only one of a handful of fighters to have entered it, and even fewer have perfect it.Know more

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Character abilities

  • Power: 10

  • Speed: 10

  • Range: 7

  • Technique: 10

  • Energy: 10

  • Accessibility: 7




Learning About Ultra Instinct

Goku was never one to stand still for too long. After almost dying to the threat that Zamasu posed to various universes, he approached Whis for more training, as he wanted to become even better. A while back, Whis had explained to him and Vegeta the existence of another power level beyond anything they had achieved so far. Ultra Instinct. This form basically entailed allowing one's body to make choices independently of the conscious mind, thus greatly speeding the user. Furthermore, it was only the start of the greater power of the Gods.

Ultra Instinct Sign and Perfected Forms

Goku would first encounter Ultra Instinct in his fight against Jiren. After a prolonged conflict that debilitated him, he attempted to gather the energy of all Universe 7 for a massive spirit bomb that Jiren would ultimately return to Goku. He only survived by activating a form of Ultra instinct known as Autonomous Ultra Instinct that preserved him beyond death.

It would take Whis giving both Vegeta and Goku the insight to willingly activate Ultra Instinct Sign, the first step in the transformation. As explained by Whis. Ultra instinct is just the start of a well of power well beyond anything they had seen thus far. Perfecting that form would mean otherworldly levels of powers. The first time Goku entered this first state was against Jiren at the Tournament of Power. Through that Fight, Goku was also able to achieve a perfected Ultra Instinct form, though briefly as the form drained his stamina incredibly quickly.


Pors & Cons

A very potent version of Goku, much more focused on countering his opponents and dominating the neutral game. His auto combo is potent, combining good neutral potential and dominating pressure from his attacks. All of these can condition opponents to fall into a rhythm that Goku can then disrupt with fantastic defense. Nevertheless, there are drawbacks. For one, without assist he suffers a big loss of mixups, he needs resources to function at a good level, plus his lack of true strings into safe block strings enders makes him a very punishable target at times.


8-Way directional Inputs:

  • 1 Down Back
  • 2 Down
  • 3 Down Forward
  • 4 Back
  • 5 Standing
  • 6 Forward
  • j Jumps
  • 7 Up Back
  • 8 Up
  • 9 Up Forward

6 Attack Notations:

  • Light
  • Medium
  • Heavy
  • Special
  • A1 Z Assist 1
  • A2 Z Assist 2

Basic Attacks

  • 5L - Great Hitbox for a quick jab. 
    • 5LL - Tracks horizontally and can be used to condition opponents with its slow speed.
    • 5LLL - Can work as a mix-up.
  • 5M - Both hits can be canceled with a jump.
  • 5H - Mostly combo and blockstring filler.
  • 5S - Great neutral tool, the only "true" hitscan ki blast in the game.
  • 2L - Crucial move for mix-ups.
  • 2M - Mostly combo and blockstring filler.
  • 2H - Punishable, but great for canceling into other moves.
  • 6M - Universal overhead.
  • 6H - Command dodge for anything but supers and throws, generally will give Goku the turn on anything above a Light attack.
  • 2S - Projectile Anti-Air, great Value.
  • j.L - Decent Air-to-Air tool.
  • j.M - Jump in a normal attack with great range.
  • j.H - Mid-screen combo ender.
  • j.S - Similar to his 5S but in the air.
  • j.2H - Combo extender.

Special Attacks

  • 236L/M/H - Godly Display
  • j.236L/M/H - Autonomous Fist
  • 214[L/M/H] - Unencumbered Mind
  • 214L - Godly Strike (can be executed while in Unencumbered Mind with L)
  • 214M - Transcendence (can be executed while in Unencumbered Mind with M)
  • 214H - Embodied Light (can be executed while in Unencumbered Mind with H)
  • 236S or 214S - Kamehameha
  • 22S - Rising Heat
  • [L+M] after recovery - Unrestrained Will

Z Assists

  1. Rising Heat
  2. Kamehameha
  3. Unrestrained Will

Super Moves

  • 236L+M - Accelerating Battle Spirit
  • 236H+S - Guiding Impulse
  • 214L+M or 214H+S - Silver Dragon Flash

Key Information

First Manga Appearance: Dragon Ball Super Vol 9, Chapter 41: "Ultra Instinct" October 20, 2018.

First Anime Appearance: Dragon Ball Super, Episode 127: "The Approaching Wall! A Hopeful Final Barrier!" February 11, 2018.

First Game Appearance: Famicom Jump: Hero Retsuden February 15, 1988. (Goku)

Dragon Ball Fighter Z introduction: Original Release January 26th, 2018.

Availability: Base Game.

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