https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=24.46.145.190&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T17:30:53ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=DBFZ/Trunks&diff=173573DBFZ/Trunks2020-08-02T23:18:21Z<p>24.46.145.190: /* Assist C */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Trunks|discord=https://discord.gg/TWtGd6V}}<br />
======<span style="visibility:hidden;font-size:0">overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content=NINGEN<br />
{{Bio<br />
| name = Trunks<br />
| game = DBFZ<br />
| quote = Goku isn't the only Super Saiyan...There's another one right here!<br />
| lore = In the future, a pair of androids created by Dr. Gero ravaged the Earth. Trunks, the son of Vegeta and Bulma, went back in time in the hopes of changing history so that the devastation he grew up with would be averted. Unfortunately his timeline was not fixed, so he would go on to help fight for the timeline he had created, in order to stop the fearsome Cell. Later, his time-travelling shenanigans would come back to bite him, with Goku Black and Zamasu coming to destroy all he had hoped to protect, and punish him for the divine taboo he had broken.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|Trunks}} is a quick, momentum-based character who thrives off scintillating offensive pressure and mix-up potential.<br />
| pros =<br />
* '''Advancing Buttons:''' Many normals ([[DBFZ/Trunks#5L|5LL]], [[DBFZ/Trunks#5M|5M]], [[DBFZ/Trunks#2M|2M]]) have good reach and move Trunks forward.<br />
* '''Massive Mobility:''' [[DBFZ/Trunks#Cyclone Jump|Cyclone Jump]], [[DBFZ/Trunks#Shining Slash|Shining Slash]], and [[DBFZ/Trunks#j.S|Cyclone Buster]] all greatly supplement aerial movement.<br />
* '''Left/Right:''' [[DBFZ/Trunks#Cyclone Jump|214H]] and [[DBFZ/Trunks#5L|5LLL]] in Sparking! offer tons of control and allow for very ambiguous left/right mix-ups, arguably making up for his lacking high/low.<br />
* '''Space Control:''' [[DBFZ/Trunks#Change the Future|214S]] is huge, safe on block, immune to ki blasts, and can also be used meaty. [[DBFZ/Trunks#5S|5S]] and [[DBFZ/Trunks#j.S|j.S]] also blow through most other ki blasts.<br />
* '''Assist Variety:''' Trunk's flexibility is superb among team compositions, as both assists fulfill very useful caveats.<br />
| cons =<br />
* '''Blockstrings:''' Cannot true-string into safe blockstring enders solo without gaps.<br />
* '''Susceptible Mobility:''' [[DBFZ/Trunks#Cyclone Jump|Cyclone Jump]], and the start-up of [[DBFZ/Trunks#Shining Slash|Shining Slash]], can be beaten by superdashes and anti-airs if the opponent does not respect them. <br />
* '''Whiffing Ki Blasts:''' Ki blasts are committal and have high recovery. The aerial ones also have narrow angles.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC|game=DBFZ}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=DBFZ<br />
| fullname=Trunks<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Trunks_5L.png |caption=<br />
|image2=DBFZ_Trunks_5LL.png |caption2=<br />
|image3=DBFZ_Trunks_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Mini sword normal but has very limited reach.<br />
Mostly used to get to 5LL and 5LLL. 2L is almost always a superior choice in most other situations.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Pushes forward a decent amount, a good option in neutral after a whiffed 5L.<br />
The forward movement is good for keeping Trunks in close range during blockstrings. 5L (reflected) > 5LL will push Trunks back in their face, but it can whiff.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Dashes about half screen forward.<br />
* Switches sides both on block and hit, even in the corner. The pushback makes this nigh unpunishable midscreen.<br />
* On block and in Sparking, jump canceling immediately will keep him same side, but 1f after impact he will always sides switch.<br />
5L (reflected) > 5LL (reflected) > 5LLL will always whiff. Overall this entire string is not so safe against Reflect.<br />
<br />
As a blockstring, it's rather gimmicky normally, but with Sparking it can setup for left-right 50/50 with 5LLL > jc > 236S (or 5LLL > 2369S). 5LLL > jc > 236S (same side) only has a 3f gap in between, while 5LLL > 236S (crossup) has a 4f gap. This means this setup cannot be mashed out, cannot be jumped out, and is a gamble to reflect.<br />
<br />
If you mess up the input and get 5LLL > jc.S, the gap becomes 6f at minimum (mashable), but it'd either be a trade in favor of Trunks, or he will be airborne and might catch them off guard not preparing to confirm.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Trunks_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slides forward a decent bit.<br />
Good button with fairly fast startup, good range and a high hitbox.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Trunks_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit wall splats, combos into SD.<br />
* Non-Smash only combos into SD in the corner.<br />
Fairly standard 5H combo wise, but has abyssmal active frames and lengthy recovery so try to avoid throwing it out carelessly.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Trunks_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Ki Blast property, but pierces through Lv1 projectiles.<br />
One of Trunks' normals that does not move him forward, so you can use this in blockstrings to set up certain desirable spacings for flip mixups. This can be very strong when covered by assists.<br />
<br />
A good fullscreen poke in Sparking!, being relatively fast, and can unsuspectingly lead to a combo off empty-vanish.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Trunks_2L.png |caption=The inferior Chadhan 2L<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Strong range for a 6f jab, good in neutral and for contesting gaps in your opponents strings.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Trunks_2M.png |caption=SUTAN DIPPA<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slides forward about half-screen.<br />
Nice for keeping Trunks in close range during blockstrings. The range makes it good for catching backdashes, and will often put you right back in the opponent's face if they reflect.<br />
<br />
Because of the distance it covers, it can be a good poke when you are on the ground. However, it hits extremely low to the ground so is more vulnerable to opponents jumping or trying to SD than 5M. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Trunks_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit combos into SD.<br />
Good horizontal range, but the vertical range leaves much to be desired. Doesn't really hit right on top of Trunks' head, so consider using reflect in those situations or just trying to avoid that spacing altogether.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Trunks_6M.png |caption=GREEDO SEVAH<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good range for a 6M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Trunks_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has a vertically short hitbox, causing it to not connect with oddly placed opponents or if jump canceling at max range of 2M > 5M if you don't delay the 5M.<br />
* Often used after flips so that Trunks can airdash afterwards. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Trunks_jM.png |caption=The Future Android 17 killer Pt. 1.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good air-to-air normal.<br />
While j.H has a better hitbox, like other j.M, this is overall a better jump-in because of the faster startup for things like IAD crossup.<br />
<br />
In the corner you can do things like IAD j.ML > j.214L > j.ML for 4 overhead hits.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Trunks_jH.png |caption=Ky, is that you...?!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit can wall bounce.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes SKD.<br />
* Very long disjointed hitbox.<br />
This normal combined with an aerial backdash catches several aerial options while also being very hard to punish due to the spacing it creates. Inputting j.2H with a backdash serves as a great anti-approach tool in neutral with little risk and good reward.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Trunks_jS.png |caption=The Future Android 17 killer Pt. 2.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=j.S}}<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Stops all air momentum.<br />
* Ki Blast property, but pierces through Lv1 projectiles.<br />
Can be used to snipe 2H attempts. Also a good keep-away when canceled into j.214M. Just make sure this hits the opponent in some form, because you do NOT want to suffer the huge recovery on whiff.<br />
}}<br />
{{AttackVersion|name=Cyclone Buster|subtitle=Cyclone Jump > S}}<br />
{{#lst:{{PAGENAME}}/Data|214X S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Canceling from Cyclone Jump alters this move's frame data slightly. Most notably giving it much higher hitstun, can combo into SD or even j.236M even from midscreen.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Trunks_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Stops all air momentum and raises Trunks up and forward slightly.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Shining Slash</font>======<br />
{{MoveData<br />
|name=Shining Slash<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Trunks_ShiningSlash.png |caption=GREEDO SEVAH (Should've realized he even shared the same Japanese voice all this time)<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Stops all momentum and leaps forward.<br />
* On hit, only recovers upon landing. Can call for assists during the cinematic to extend afterwards.<br />
* Smash hit causes SKD. All versions' SKD can combo into Lv1 anywhere on screen, and Lv3 in the corner. <br />
* Grounded hit pushes Trunks slightly backward unlike air hit. In the corner, raw 236X/j.236X on hit against grounded opponents will require a microdash afterward to combo into Lv3.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes half screen.<br />
* Ground version doesn't have head property, cannot be anti-aired with moves like 2H.<br />
Trunks' most consistent corner combo ender. j.LLL and j.236M are optimal, but they either don't always cause SKD or connect due to hitstun decay.<br />
<br />
On block, canceling from any button beside 5L and 2L will leave at least an 11f gap.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Longer SKD than L version (stronger oki).<br />
* Ground version goes almost fullscreen.<br />
* Air version will only attack when Trunks gets close to the opponent. Has a bit of both vertical and horizontal tracking, will not overshoot the opponent.<br />
Can't be true string into but being plus on block means it can be used as a blockstring reset of sorts if the opponent doesn't have their 2H ready.<br />
<br />
j.236M tracking makes it a decent safejump after a Smash j.H or j.DR in the corner if Trunks still has air flip. Something like j.LLL > j.214M > delay j.236M will cover all ground tech (beside delayed stand).<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Speed of L versions, range and knockdown of M versions.<br />
* Will not overshoot the opponent.<br />
* Ground version doesn't have head property, cannot be anti-aired with moves like 2H.<br />
j.S > j.236H gives Trunks a SKD anywhere on screen. Other than that it's not much better than L version.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Cyclone Jump</font>======<br />
{{MoveData<br />
|name=Cyclone Jump<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Trunks_CycloneJump.png |caption=I have to go now, my future needs me.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Command jump that's independent of air options, can only be done once in the air.<br />
* Air versions have shallower arc.<br />
* Can be canceled into any attack during active frames. Autocorrects if cancelled into normals, but not if cancelled into specials.<br />
Due to having start-up even in the air and no defensive options whatsoever, all versions are rather risky to use in neutral, as it can be stuffed with anything.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Flips about half screen forward.<br />
* Can manually side-switch after a launcher pre-superdash.<br />
Mostly a combo tool as it acts like an extra jump cancel.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Flips about half screen backward.<br />
Most useful for disengaging out of blockstrings, and baiting challenges. In a blockstring, any button beside 5L and 2L > 214M~S has a 5~7f gap (depending on distance), making it a decent frame trap.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Flips about 75% of the screen forward. Can be directed with {{Ni|8}} {{Ni|2}} {{Ni|4}} {{Ni|6}}.<br />
** {{Ni|8}} and {{Ni|2}} on the way up increases/decreases his vertical reach, on the way down decreases/increases his falling speed (similar to a super jump).<br />
** {{Ni|6}} increases the travel distance up to full-screen, {{Ni|4}} moves him backward up to fullscreen.<br />
<br />
Massive application and Trunk's best ability. Amazing in combos, blockstrings, and neutral.<br />
<br />
<br />
'''COMBO:''' Heavy Cyclone Jump allows him to side-switch anywhere on the screen, and also opens the door for further combo routes. <br />
<br />
<br />
'''BLOCK:''' Trunks has the ability to create crazy left/right mixups with the ridiculous amount of control it gives. Athough this can be challenged when solo, proper supporting assists make it true and supplement its capability, especially when it is Tiger-Knee'd. Post-level 3 Tiger-Knee flip in particular is a prominent example of how potent 214H can be, as it is a true 50/50 left/right overhead mix-up. Notably, in conjunction with Sparking!, Trunk's mix-ups are elevated into an entirely new level. Combined with 5LLL being jump-cancellable, Trunks can choose which side to be on and also choose again with 214H to continue pressure. Not to mention during all of this, he still retains access to all other air options such as airdash, superdash, Cyclone Buster, Shining Slash, Empty Vanish, as well as all the other traditional options like high/low, tick throw, or also simply choosing to reset the blockstring again; his freedom with this type of movement is unparalleled. Taking all these factors into account, it is almost impossible to anticipate every scenario Trunks can decide to do, making his Sparking! blockstring pressure ultimately unpredictable and truly terrifying.<br />
<br />
<br />
'''NEUTRAL:''' Because of how fast it is, it can be used to zoom over moves such as beams and assists and escape the corner on pressure gaps. Subsequently it can also be used to whiff punish even from afar. Lastly, it can also be used to bait 2H or another anti-air, then dive down to punish.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Masenko</font>======<br />
{{MoveData<br />
|name=Masenko<br />
|input=236S<br />
|image=DBFZ_Trunks_Masenko.png |caption=It's like the Kamehameha... but ''yellow''.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall splats on hit.<br />
* Jails into Vanish.<br />
A beam not particularly special in any way, and can be inferior to Change the Future at times. Still does the usual beam things - zoning, beating small projectiles, forcing plus frames with Vanish, etc. The hitbox is also a bit smaller than regular beams by a very minuscule amount.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Change the Future</font>======<br />
{{MoveData<br />
|name=Change the Future<br />
|input=214S<br />
|image=DBFZ_Trunks_ChangeTheFuture.png |caption=The Future Android 18 killer.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Dashes half screen forward, the blast covers the rest 45% of the screen.<br />
* First part is a strike with very tiny hitbox, second part has beam-property.<br />
* Smash on the first part. Smash hit corner splats. Smash 5MMM corner bounces.<br />
Incredibly useful tool for Trunks with its gigantic hitbox, good speed, and ki blast invulnerability, allowing it to be a very quick option in neutral. Has very low blockstun, but nonetheless safe. During blockstrings, cancelling from any button beside his lights will leave at least a 4 frame gap, which while catching mashing and chicken blocking, will lose to reversals. Smash hit can be confirmed meterless near the corner thanks to the corner splat and high hitstun.<br />
<br />
Change the Future can notably work as a meaty since it's very active, especially after his level 3 super. At times, can even act as a better space-control option than his Masenko beam since it has faster start-up and less recovery.<br />
}}<br />
{{AttackVersion|name=214[S]}}<br />
{{#lst:{{PAGENAME}}/Data|214[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Feint, dashes forward without attacking.<br />
Can be used to reset pressure and also bait reflect. Good after full-screen knockdowns from moves such as 236H, since it can get closer to the opponent faster than a normal dash can.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Change the Future<br />
|input=Assist A<br />
|image=DBFZ_Trunks_ChangeTheFuture.png |caption=DI Gunflame whenever you want it!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike point Trunks, only the projectile has hitboxes.<br />
An all round good assist. It covers a good part of the screen closer up and can't be super dashed through just like the actual move. This can be very useful for limiting an opponent's options once you're in range and subsequently helping you approach more easily. Do note that similar to when Trunks is on point, he'll do a dash forward before doing it. This creates a bit of dead zone where the attack doesn't hit directly in front of your character so be sure to learn the spacing for when to use this assist in neutral. <br />
<br />
The giant blast can be pretty good at masking what your point character is doing, helping you convert from mix-ups that are usually reactable, such as the universal overhead.<br />
<br />
Being on the lower end of blockstun is bad, however as a low blockstun assist, it does have the ability to break cross-up protection. It also enables tick throwing with characters that have grabs as the last hit of their autocombo such as with Cell, Majin Buu, Zamasu, and Z Broly.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Masenko<br />
|input=Assist B<br />
|image=DBFZ_Trunks_Masenko.png |caption=Beam assist, but yellow<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall splats on hit.<br />
It's a beam! Hurray! Trunks' B assist is very solid and is a great option for most teams. However, choosing this over Assist A is not as easy as it seems, though it is still a better option in most cases. In some matchups, such as versus DBZ Broly, you may want to stick with Change the Future as it's ability to reflect ki blasts and it's closer, slightly faster usage might be more useful. Even still, it simply comes down to playstyle preference, as you may prefer what CTF brings over Masenko. However, for most characters, Masenko is the way to go, as it gives your team a great neutral option off of Trunks, and helps to extend combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Flurry Slash<br />
|input=Assist C<br />
|image=DBFZ_Trunks_5H.png |caption=Viable or not,<br />
|image2=DBFZ_Trunks_2H.png |caption2=this is really cool looking<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks the opponent on the ground.<br />
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.<br />
* Values in [ ] is when the opponent is in hitstun/untech.<br />
A typical C assist. Very solid as a combo tool, as it does not use up Smash at all, and used in combos it has almost instant startup, making combos into it very easy to do. It can a bit hard to use in other situations, such as in neutral or in blockstrings, given how much recovery it takes for C assists to return. While it's a very solid option, the other two assists that Trunks offers are so good that it's hard to choose Assist C over those two. It does have high advantage on block, being +50, which makes it not a totally unviable option - though again, your other choices are likely better.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Burning Attack</font>======<br />
{{MoveData<br />
|name=Burning Attack<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_Trunks_BurningAttack.png |caption=''""Time to end this!"''<br />
|image2=DBFZ_Trunks_BurningAttack-2.png |caption2=''"This is the power of humanity!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 814.<br />
* As standard as a Super can get.<br />
*Buffer window is notably more lenient compared to other supers.<br />
<br />
The Burning Attack hitbox has a travel time, and although negligent, in some extreme scenarios where hitstun decay is at its peak, can whiff when used at a full-screen distance.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Heat Dome Attack</font>======<br />
{{MoveData<br />
|name=Heat Dome Attack<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_Trunks_HeatDomeAttack.png |caption='''''You need to be stopped!'''''<br />
|image2=DBFZ_Trunks_HeatDomeAttack-2.png |caption2='''''The nightmare is OVER!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 1715.<br />
* Cannot combo into this midscreen without using some resources.<br />
* Range is only slightly longer than 2L, and moves him forward a tiny bit.<br />
* Raw damage: 4863, which ranks 3rd in the game on that category.<br />
* Doing raw, can only catch grounded and close-proximity opponents. Only mid-combo it can catch an airborne opponent.<br />
<br />
Trunks has ways to combo mid-screen into his level 3, but require resources like an assist or meter (can be half a bar or a full one), and also side switches as a result. Doing j.S > j.214H > j.M > j.H as an air combo ender does this for half a bar, and a well-timed vanish onto the ground after a sliding knockdown also does this using a full bar.<br />
<br />
<br />
On hit, leaves him at +28 right next to the opponent. Other than the typical IAD j.H safejump or some wacky Heavy Cyclone Jumps, Trunks can buffer Change the Future and it'll hit super meaty. Leaves him +4 on block, +9 on reflect and he'd still be right in their face, +14 on hit so it's enough for him to link into a j.L at the corner. Keep in mind this still loses to reversals with less than 12 frame start-ups. Another route would be buffering 6M in the corner which is +5 on block, +8 on hit, meaning solo extendable. It's as safe as Change the Future as both moves have 39 frames of total animation. Trunks can use Heavy Cyclone Jump to cause a left-right mix-up by holding 2 and picking a side. The fast fall makes it safe as a safejump, and it can be very tricky to tell which side Trunks is going to be on.<br />
<br />
<br />
Among the highest Super damage in the game raw, and used to catch your opponents falling asleep. Doing raw, the opponent can dodge it by jumping on reaction to the super flash, but at least it doesn't have a lot of recovery like most level 3s do. It's a bad reversal in general with the range of a jab, and again, almost always whiffs on airborne opponents completely. Being a cinematic Super, you have to DHC into it at the end or risk eating up damage from on-going Supers.<br />
<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Hit&diff=173572DBFZ/Hit2020-08-02T23:16:12Z<p>24.46.145.190: /* Assist A */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Hit|discord=https://discord.gg/FVZsEbM}}<br />
======<span style="visibility:hidden;font-size:0">overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content=Donuts.<br />
{{Bio<br />
| name = Hit<br />
| game = DBFZ<br />
| quote = My time skip is unbeatable.<br />
| lore = The Legendary Assassin from Universe 6, Hit is infamous for his successes; once he is given a target, he will execute them without fail. He would go on to fight Goku in a tournament between Universes 6 and 7, where he pushed Goku's powers to their very limits and beyond with his time-skip, an ability that allows hit to skip to the future for 1/10th of a second (which would gradually decrease to indefinitely).<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|Hit}} is a unique assassin who uses a variety of stances to penetrate defenses.<br />
|pros=<br />
* '''Deadly Range:''' [[DBFZ/Hit#5L|5LL]], [[DBFZ/Hit#5M|5M]], [[DBFZ/Hit#5H|5H]], and all stance follow-ups have very wide reach and are resistant to reflect.<br />
* '''Command Movement:''' [[DBFZ/Hit#Deadly Intent|Deadly Intent]] and [[DBFZ/Hit#Mark of an Assassin|Mark of an Assassin]] give him unparalleled ground maneuverability and make any normal safe on block.<br />
* '''Screen Presence:''' Extremely fast teleporting attacks [[DBFZ/Hit#Instant Blow|Instant Blow]] and [[DBFZ/Hit#Guard Breaker|Guard Breaker]] are both safe on block. The latter is invincible on start-up.<br />
* '''Left/Right:''' Stance follow-ups double as left/right weapons and easy frametraps in conjunction with the command dashes and full-screen unblockable, [[DBFZ/Hit#Icy Glare|Icy Glare]].<br />
* '''Combo Parry:''' Unique airborne parry [[DBFZ/Hit#j.S|j.S]] makes him immune to superdash.<br />
* '''Extraordinary Neutral:''' All of these factors amalgamate Hit into having an unmatched grounded neutral.<br />
|cons=<br />
* '''Aerial Game:''' Almost all his special moves are ground-only, limiting him in the air despite his [[DBFZ/Hit#j.S|j.S]] parry.<br />
* '''High/Low:''' Has only one low in [[DBFZ/Hit#2M|2M]], and it's the slowest low in the game, weakening on otherwise great mix-up game.<br />
* '''Low Damage:''' Hit's damage is on the lower end of the cast without the corner.<br />
* '''Anomaly:''' Initially hard character to play due to how different he is to everybody, and has a high skill floor.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC|game=DBFZ}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=DBFZ<br />
| fullname=Hit<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Hit_5L.png |caption= 2 <br />
|image2=DBFZ_Hit_5LL.png |caption2= fast<br />
|image3=DBFZ_Hit_5LLL.png |caption3= 2 furious<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Fastest attack Hit has making it his go-to for punishes and abare.<br />
* Can be risky in certain gaps since the short range can be baited, and with his longer reaching moves being much slower.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleports Hit decently far giving it a very long range.<br />
* Comes out even if first jab whiffs. Commonly used mid-combo after a vanish.<br />
* Surprisingly good anti-air, as it has a very high vertical hitbox and tracks. Easy confirm to j.L<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits 3 times if it connects, with Hit teleporting behind the opponent for the second hit.<br />
** All 3 hits can be special-cancelled, so it's possible to side-switch after the second with a special.<br />
* All 3 hits are always guaranteed, making this an essential part of his combos.<br />
* First two hits and the third scale seperately.<br />
* Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo.<br />
* Can be superdashed afterwards, either by pressing an additional L or manually.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Hit_5M.png |caption=Nyoom Punch<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hit swiftly moves forward about 45% of the screen before the attack<br />
A simple punch with some invisibility that has quite good reach. Be careful though, as you can be hit out of it even if it looks like Hit is teleporting. This normal shines as Hit's main way of sticking to an opponent even if they reflected.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Hit_5H.png |caption=ZOOM PUNCH<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hit moves forward invisibly about 75% of the screen before the attack.<br />
* As with 5M, can be struck out of.<br />
* Hit's 5M autocombo uses this instead of 2M because of how slow 2M is.<br />
You're more likely to use 5M than this, but it also makes a great poke.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Hit_5S.png |caption=Come at me bro<br />
|image2=DBFZ_Hit_5S-trigger.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|5S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|5S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Hit poses with an aura around him. If he's hit with an attack he stops time and teleports in front of the opponent with an attack.<br />
<br />
This unique parry is one of the things that really separates him from the rest of the cast. His neutral can be played around this, making the opponent hesitant about how to approach Hit. The long recovery also makes it very risky if it's baited, especially since the punish can be much more brutal than the reward for successfully parrying an attack.<br />
* Can parry physical attacks, ki-blasts and projectiles.<br />
* Can not parry grabs or supers.<br />
* The punch is not guaranteed - if an assist is parried the opponent can still block the followup, or even avoid it if he's in movement.<br />
* Can be followed up midscreen with 236L~L or 236L~M.<br />
* Wallbounces if the opponent hits a wall, allowing meterless followups.<br />
* Like other 5S-specials you can vanish-cancel it on whiff, and even option-select it to reduce the risk.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Hit_2L.png |caption=''"I can't crouch down for some reason...!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standing overhead.<br />
At 20 frames, it is not the common abare button most characters can use. On hit, it's impossible to combo afterwards, even with the use of assists or supers. Being a command normal you can still gatling into other normals on block or hit. This makes it more useful in combos rather as a mixup, as it doesn't knock down on air hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Hit_2M.png |caption=ew a spider<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standing low. Hit's only low, and one of the slowest lows in the game.<br />
* Can gatling both to and from with other normals.<br />
With such a slow low it's hard to open up anyone with this without having an assist or previously establishing strong conditioning. Being the only low threat from Hit it's a generally strong strategy to avoid crouching against him and rather try to react to the low.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Hit_2H.png |caption= “Ya like that?”<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Hit's universal anti air. With assists and bar for vanish, it has strong potential for super dash punishes. The launching smash effect allows hit to confirm into M Stance > Projectiles, making it a very strong combo tool, even if the range is rather poor compared to other 2Hs.<br />
<br />
Essentially, 5M > 2H is Hit's go-to damage combo route most of the time, especially when he has the opponent in the corner. However, at certain ranges 2H might whiff, making 5M > 5H the better choice for confirming it but losing a bit of damage.<br />
<br />
Due to Hit's difficulties scoring a hard knockdown, it is recommended to go for the standard super dash after a 2H if you want to keep proper pressure without assists available after the combo.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Hit_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead.<br />
* Air dash cancelable while Sparking Blast is active.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Hit_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Good air to air button, which can also be used as a IAD meaty to cover up wakeup. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Hit_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Since it has higher hitstun and blockstun than j.L, this is Hit's primary crossup normal despite j.L having better range.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Hit_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit, limiting the move's uses as a jump-in.<br />
* Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via jMLH<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Hit_jS.png |caption=STOP RIGHT THERE CRIMINAL SCUM!<br />
|image2=DBFZ_Hit_jS-trigger.png |caption2=Your stolen goods are now forfeit.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|j.S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|j.S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Aerial version of his parry. Doesn't attack afterwards but rather teleports behind the opponent. Doesn't freeze time as much either making it more or less a very different move from the grounded counterpart.<br />
* Invincible for a few frames after teleporting, but not enough to guarantee any air normals afterwards.<br />
* Doesn't stop opponent characters gatlings, if they are pressing buttons they will automatically autocorrect to turn and face Hit before attacking.<br />
* Against certain attacks however it can give better meterless rewards if used against slower attacks, like beam attacks. With Hit appearing behind he can then punish with whichever normal he likes.<br />
* Although you might be tempted to punish super dashes with this at close ranges, you must press L very fast after parrying it since the opponent can actually block rather quickly. Nevertheless, it's a strong punish with the proper air combo.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Hit_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jump cancellable.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Vital Point Attack</font>======<br />
{{MoveData<br />
|name=Vital Point Attack<br />
|input=236L<br />
|image=DBFZ_Hit_VitalPointAtack.png |caption=''ゴゴゴゴゴゴ...'' <br />
|image2=DBFZ_Hit_DirectHit.png |caption2=<br />
|image3=DBFZ_Hit_InstantBlow.png |caption3=<br />
|image4=DBFZ_Hit_GuardBreaker.png |caption4=Yare, yare daze...<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Stance|subtitle=236L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
This stance might look like a taunt as Hit puts his hands into his pockets. Essential to a lot of his gameplay.<br />
* Stance can be cancelled by pressing S. Stance cancel recovery lasts 19f.<br />
* If holding 4 when doing any followups, '''they will not come out.'''<br />
}}<br />
{{AttackVersion|name=Direct Hit|subtitle=> L}}<br />
{{#lst:{{PAGENAME}}/Data|236L L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Fast long-ranged attack.<br />
* Does not spend the wallbounce.<br />
* Has the same Re-center property as Smash! attacks, meaning the opponent is put in the same position on hit every time<br />
* Can be comboed from midscreen with the help of assists.<br />
* Hit's main combo extender in the corner with assists. It also acts as his most solid regular combo ender, as it causes a forced soft knockdown and can lead into any of his supers.<br />
Can be used to frametrap people during a blockstring. Mostly used in conjunction with 214L to mixup. is also plus on block if the opponent is in the air when blocked. Being -2, it's also safe to backdash after, a property that is made even more potent by 5M's massive range to punish whiffs.<br />
}}<br />
{{AttackVersion|name=Instant Blow|subtitle=> M}}<br />
{{#lst:{{PAGENAME}}/Data|236L M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Longer range and harder hitting.<br />
* On hit will cause a sliding knockdown.<br />
* If Hit combos after the attack, he can still use his smash attack for the likes of a 2H.<br />
* After using it once and spending the sliding knockdown, any other hits will not cause sliding knockdown.<br />
}}<br />
{{AttackVersion|name=Guard Breaker|subtitle=> H}}<br />
{{#lst:{{PAGENAME}}/Data|236L H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Hit teleports towards the opponent and kicks upwards where it hurts the most.<br />
* Appears in front of the opponent, range is around 75% of the screen length.<br />
* Launches, allowing followups on successful hit.<br />
* Fully invincible against anything from frame 1 making this a huge threat in the neutral game.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Tides of Time</font>======<br />
{{MoveData<br />
|name=Tides of Time<br />
|input=236M/H<br />
|image=DBFZ_Hit_TidesOfTime.png |caption= '''''ゴゴゴゴゴゴ...'''''<br />
|image2=DBFZ_Hit_TimeReleaseL.png |caption2=Hope you've practiced your Yamcha Spirit Balls<br />
|image3=DBFZ_Hit_TimeRelease8L.png |caption3=<br />
|image4=DBFZ_Hit_TimeRelease2L.png |caption4=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=M Stance|version=236M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=H Stance|version=236H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hit goes into a stance which causes his body to emit blue flames after a few frames.<br />
* M Version has a small start up, while H Version is a lot faster. Both of them do the same amount of damage.<br />
* Once blue flames are active (17f), Hit is projectile and strike invulnerable. He also becomes immaterial, allowing his opponent to walk right through him.<br />
* L and M followups do not carry invincibility. Hit can be struck out of them before they come out.<br />
* H followup will carry invincibility.<br />
* S stance cancel for both L and M stances are 20f, but H stance recovers faster at 15f:<br />
* L and M stances S earliest cancel window is 10f, whereas H stance cancel window is 8f.<br />
}}<br />
{{AttackVersion|name=Time Release|subtitle=> L}}<br />
{{#lst:{{PAGENAME}}/Data|236M L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be repeated up to three times.<br />
* 2L is an overhead, L and 8L are mids.<br />
* '''Counts as strikes.''' Broly's powered shell ain't got no shit on Hit<br />
* Highly unsafe on block, so be sure to cover failed attempts with an assist or a vanish.<br />
Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. Cannot be superdashed through, but the tracking isn't the best. Hit's main combo extension tool when going for good damage.<br />
}}<br />
{{AttackVersion|name=Instant Blow|subtitle=> M}}<br />
{{#lst:{{PAGENAME}}/Data|236M M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Causes a sliding knockdown.<br />
* Very similar to the Instant Blow from Vital Point Attack with the small exception that when you do it from this stance, it'll "teleport" you behind your opponent before doing the attack.<br />
* Not a true teleport; Hit can be interrupted if there are projectiles or any other long actives in his path.<br />
* Good move for short conversions where it takes little damage to kill an opponent. Death Blow is an excellent move in tandem with this.<br />
}}<br />
{{AttackVersion|name=Guard Breaker|subtitle=> H}}<br />
{{#lst:{{PAGENAME}}/Data|236M H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Fully invincible until Hit enters recovery<br />
* Launches enemy directly up on hit<br />
* Very similar to the Guard Breaker from Vital Point Attack with the small exception that when you do it from this stance, it'll teleport you behind your opponent before doing the attack<br />
* Because of the property of the move, 236H-H can be used as a 1-bar (now 1-bar due to patch making EX moves 0.5 bars) reversal that is safe on block<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Icy Glare</font>======<br />
{{MoveData<br />
|name=Icy Glare<br />
|input=214L/M/H<br />
|image=DBFZ_Hit_IcyGlare.png |caption=Watashi... VANIRRA ICE<br />
|image2=DBFZ_Hit_IcyGlare-positions.png |caption2=Ice, ice, baby...<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ice originates from Hit himself.<br />
* On hit, you can convert it into a combo by using an assist or vanish.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ice originates from slightly less than fullscreen distance.<br />
* Can combo into from midscreen after a 5H.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ice originates from about ¾ screen distance.<br />
* Pops the opponent up. Can follow up without the need of a vanish or assist.<br />
<hr><br />
* Hit's command grab. Button can be held to extend the move's range.<br />
* Important tool for opening people up.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Deadly Intent</font>======<br />
{{MoveData<br />
|name=Deadly Intent<br />
|input=236S<br />
|image=DBFZ_Hit_DeadlyIntent.png |caption=ZOOOOM<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hit does 3 short dashes (2 if first dash bypasses opponent), can pass through opponent, projectile, and any Super projectile type attacks.<br />
* Hit enters Vital Point Attack stance after finishing his dashes. <br />
* If M or H is pressed while dashing, he goes into his Tides of Time stance. <br />
* If S is pressed while dashing, will cancel stance. Cancel recovery is 20f<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Mark of an Assassin</font>======<br />
{{MoveData<br />
|name=Mark of an Assassin<br />
|input=214S<br />
|image=DBFZ_Hit_MarkOfAnAssassin.png |caption=MOOOOZ<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Projectile invincible from 5f forward<br />
* Hit quickly dashes away from his opponent, moving about as far as a backdash.<br />
* You are safe coming out of this teleport, meaning that if you teleport into a meaty projectile attack you can block it.<br />
* Special cancellable into any other special move or 5S. Earliest cancel can occur at 14f<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Guard Breaker<br />
|input=Assist A<br />
|image=DBFZ_Hit_GuardBreaker.png |caption=Yes, good idea, Hit. Kick above your waist with your hands in your pockets, that's real smart.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invincible from 17f to 31f<br />
* Comes out fast and launches the opponent on hit to allow for additional combos. Pretty good in blockstrings too, allowing some characters to go for high / low mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Instant Blow<br />
|input=Assist B<br />
|image=DBFZ_Hit_InstantBlow.png |caption=You pressing buttons?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hit launches forward and strikes the opponent with an attack similar to his medium attack from light stance.<br />
* Causes a wall bounce on hit.<br />
* Unlike his A assist will attack the opponent even from full screen.<br />
This assist is a good way to call out the opponent trying to press buttons from full screen and allowing a conversion off it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Time Release<br />
|input=Assist C<br />
|image=DBFZ_Hit_TimeReleaseL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Plays out all three hits on hit, two hits on block, only one on whiff.<br />
* Tracks the opponent.<br />
<br />
Arguably one of the better C-Assists in the game due to it's ability to track the opponent anywhere and Hit's safety when using it. Since Hit doesn't approach the opponent, Hit is usually safe when doing this assist, making it a C-assist you can throw out without much worry. Also because of it's ability to track and it's safety, it can be really good for neutral. It's only downside is that it whiffs if the opponent manages to get behind Hit.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Realized Power</font>======<br />
{{MoveData<br />
|name=Realized Power<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Hit_RealizedPower.png |caption=''"You won't be able to block this."''<br />
|image2=DBFZ_Hit_RealizedPower2.png |caption2=''"My time skip is unbeatable."''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version pops the opponent up. Can DHC another super before or after the animation, allowing you to either stay or switch sides with the opponent.<br />
* Air version dumps the opponent straight down. Hit also teleports on the ground afterwards.<br />
* Minimum damage: 203*4.<br />
* Hit's main air combo ender for when you won't get a knockdown and you just want the damage. Can now DHC into most supers on air hit. <br />
* If blocked, Hit will bounce off the opponent, which can grant them a punish.<br />
* Optimal followup after a succesful ground counter. Although you might be tempted to vanish, do it only if it will get your opponent in the corner, since the scaling as well as Hit's poor air options will remove most of the route's effectiveness.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Death Blow</font>======<br />
{{MoveData<br />
|name=Death Blow<br />
|input=236H+S<br />
|image=DBFZ_Hit_DeathBlow.png |caption=''"Now then, it's time for me to make the donuts."''<br />
|image2=DBFZ_Hit_DeathBlow2.png |caption2='''''SNIPED!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A very fast fullscreen projectile that will make people think twice about shooting those pesky beams.<br />
* Realized Power is preferable for short conversions from moves like 5S and 236MM, and gives a big damage reward if you have the meter to burn. <br />
* Consumes all of your meter for extra damage, up to 6564 damage raw if you spend 7 bars. 2564 for 1 bar scaling 1,000 dmg per bar up to 4 bars and 500 dmg per bar every bar after 4. This is great damage, however it's meterburn capabilities can make it tricky to use, and if it doesn't kill the situation afterwards can be a bit messy. It's amazing at finishing off an opponent if Hit is solo, or if the meter you have wouldn't kill an opponent. Or if you just want to burn the meter to look cool, which is also an option.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">I keep improving</font>======<br />
{{MoveData<br />
|name=I keep improving<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_Hit_IKeepImproving.png |caption=''"This is the stance!"''<br />
|image2=DBFZ_Hit_IKeepImproving2.png |caption2=''"I continue to improve..."''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 Ki Gauges.<br />
* Minimum damage: 1755.<br />
* Standard level 3 reversal.<br />
High damage combo ender. Its main utility lies in the fact that it ignores sparking blast's healing effect, making it a very good choice for killing characters that would otherwise survive the combo. Since it also gives a hard knockdown and the animation takes fairly long, it is a very good combo ender all around.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Hit&diff=173571DBFZ/Hit2020-08-02T23:15:24Z<p>24.46.145.190: /* 5S */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Hit|discord=https://discord.gg/FVZsEbM}}<br />
======<span style="visibility:hidden;font-size:0">overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content=Donuts.<br />
{{Bio<br />
| name = Hit<br />
| game = DBFZ<br />
| quote = My time skip is unbeatable.<br />
| lore = The Legendary Assassin from Universe 6, Hit is infamous for his successes; once he is given a target, he will execute them without fail. He would go on to fight Goku in a tournament between Universes 6 and 7, where he pushed Goku's powers to their very limits and beyond with his time-skip, an ability that allows hit to skip to the future for 1/10th of a second (which would gradually decrease to indefinitely).<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|Hit}} is a unique assassin who uses a variety of stances to penetrate defenses.<br />
|pros=<br />
* '''Deadly Range:''' [[DBFZ/Hit#5L|5LL]], [[DBFZ/Hit#5M|5M]], [[DBFZ/Hit#5H|5H]], and all stance follow-ups have very wide reach and are resistant to reflect.<br />
* '''Command Movement:''' [[DBFZ/Hit#Deadly Intent|Deadly Intent]] and [[DBFZ/Hit#Mark of an Assassin|Mark of an Assassin]] give him unparalleled ground maneuverability and make any normal safe on block.<br />
* '''Screen Presence:''' Extremely fast teleporting attacks [[DBFZ/Hit#Instant Blow|Instant Blow]] and [[DBFZ/Hit#Guard Breaker|Guard Breaker]] are both safe on block. The latter is invincible on start-up.<br />
* '''Left/Right:''' Stance follow-ups double as left/right weapons and easy frametraps in conjunction with the command dashes and full-screen unblockable, [[DBFZ/Hit#Icy Glare|Icy Glare]].<br />
* '''Combo Parry:''' Unique airborne parry [[DBFZ/Hit#j.S|j.S]] makes him immune to superdash.<br />
* '''Extraordinary Neutral:''' All of these factors amalgamate Hit into having an unmatched grounded neutral.<br />
|cons=<br />
* '''Aerial Game:''' Almost all his special moves are ground-only, limiting him in the air despite his [[DBFZ/Hit#j.S|j.S]] parry.<br />
* '''High/Low:''' Has only one low in [[DBFZ/Hit#2M|2M]], and it's the slowest low in the game, weakening on otherwise great mix-up game.<br />
* '''Low Damage:''' Hit's damage is on the lower end of the cast without the corner.<br />
* '''Anomaly:''' Initially hard character to play due to how different he is to everybody, and has a high skill floor.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC|game=DBFZ}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=DBFZ<br />
| fullname=Hit<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Hit_5L.png |caption= 2 <br />
|image2=DBFZ_Hit_5LL.png |caption2= fast<br />
|image3=DBFZ_Hit_5LLL.png |caption3= 2 furious<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Fastest attack Hit has making it his go-to for punishes and abare.<br />
* Can be risky in certain gaps since the short range can be baited, and with his longer reaching moves being much slower.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleports Hit decently far giving it a very long range.<br />
* Comes out even if first jab whiffs. Commonly used mid-combo after a vanish.<br />
* Surprisingly good anti-air, as it has a very high vertical hitbox and tracks. Easy confirm to j.L<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits 3 times if it connects, with Hit teleporting behind the opponent for the second hit.<br />
** All 3 hits can be special-cancelled, so it's possible to side-switch after the second with a special.<br />
* All 3 hits are always guaranteed, making this an essential part of his combos.<br />
* First two hits and the third scale seperately.<br />
* Like with all L-autocombos it can give a wallbounce even if wallbounce was used earlier in the combo.<br />
* Can be superdashed afterwards, either by pressing an additional L or manually.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Hit_5M.png |caption=Nyoom Punch<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hit swiftly moves forward about 45% of the screen before the attack<br />
A simple punch with some invisibility that has quite good reach. Be careful though, as you can be hit out of it even if it looks like Hit is teleporting. This normal shines as Hit's main way of sticking to an opponent even if they reflected.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Hit_5H.png |caption=ZOOM PUNCH<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hit moves forward invisibly about 75% of the screen before the attack.<br />
* As with 5M, can be struck out of.<br />
* Hit's 5M autocombo uses this instead of 2M because of how slow 2M is.<br />
You're more likely to use 5M than this, but it also makes a great poke.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Hit_5S.png |caption=Come at me bro<br />
|image2=DBFZ_Hit_5S-trigger.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|5S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|5S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Hit poses with an aura around him. If he's hit with an attack he stops time and teleports in front of the opponent with an attack.<br />
<br />
This unique parry is one of the things that really separates him from the rest of the cast. His neutral can be played around this, making the opponent hesitant about how to approach Hit. The long recovery also makes it very risky if it's baited, especially since the punish can be much more brutal than the reward for successfully parrying an attack.<br />
* Can parry physical attacks, ki-blasts and projectiles.<br />
* Can not parry grabs or supers.<br />
* The punch is not guaranteed - if an assist is parried the opponent can still block the followup, or even avoid it if he's in movement.<br />
* Can be followed up midscreen with 236L~L or 236L~M.<br />
* Wallbounces if the opponent hits a wall, allowing meterless followups.<br />
* Like other 5S-specials you can vanish-cancel it on whiff, and even option-select it to reduce the risk.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Hit_2L.png |caption=''"I can't crouch down for some reason...!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standing overhead.<br />
At 20 frames, it is not the common abare button most characters can use. On hit, it's impossible to combo afterwards, even with the use of assists or supers. Being a command normal you can still gatling into other normals on block or hit. This makes it more useful in combos rather as a mixup, as it doesn't knock down on air hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Hit_2M.png |caption=ew a spider<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standing low. Hit's only low, and one of the slowest lows in the game.<br />
* Can gatling both to and from with other normals.<br />
With such a slow low it's hard to open up anyone with this without having an assist or previously establishing strong conditioning. Being the only low threat from Hit it's a generally strong strategy to avoid crouching against him and rather try to react to the low.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Hit_2H.png |caption= “Ya like that?”<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Hit's universal anti air. With assists and bar for vanish, it has strong potential for super dash punishes. The launching smash effect allows hit to confirm into M Stance > Projectiles, making it a very strong combo tool, even if the range is rather poor compared to other 2Hs.<br />
<br />
Essentially, 5M > 2H is Hit's go-to damage combo route most of the time, especially when he has the opponent in the corner. However, at certain ranges 2H might whiff, making 5M > 5H the better choice for confirming it but losing a bit of damage.<br />
<br />
Due to Hit's difficulties scoring a hard knockdown, it is recommended to go for the standard super dash after a 2H if you want to keep proper pressure without assists available after the combo.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Hit_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead.<br />
* Air dash cancelable while Sparking Blast is active.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Hit_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Good air to air button, which can also be used as a IAD meaty to cover up wakeup. Unlike other characters, Hit cannot do jump M > jump L > jump L as a combo, with only the first L normal coming out.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Hit_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Since it has higher hitstun and blockstun than j.L, this is Hit's primary crossup normal despite j.L having better range.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Hit_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Stalls Hit's air momentum for a brief moment. The opponent can tech immediately after getting hit, limiting the move's uses as a jump-in.<br />
* Due to it stalling air momentum, it can be used as a surprise overhead when pressuring the opponent via jMLH<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Hit_jS.png |caption=STOP RIGHT THERE CRIMINAL SCUM!<br />
|image2=DBFZ_Hit_jS-trigger.png |caption2=Your stolen goods are now forfeit.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|j.S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|j.S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Aerial version of his parry. Doesn't attack afterwards but rather teleports behind the opponent. Doesn't freeze time as much either making it more or less a very different move from the grounded counterpart.<br />
* Invincible for a few frames after teleporting, but not enough to guarantee any air normals afterwards.<br />
* Doesn't stop opponent characters gatlings, if they are pressing buttons they will automatically autocorrect to turn and face Hit before attacking.<br />
* Against certain attacks however it can give better meterless rewards if used against slower attacks, like beam attacks. With Hit appearing behind he can then punish with whichever normal he likes.<br />
* Although you might be tempted to punish super dashes with this at close ranges, you must press L very fast after parrying it since the opponent can actually block rather quickly. Nevertheless, it's a strong punish with the proper air combo.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Hit_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jump cancellable.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Vital Point Attack</font>======<br />
{{MoveData<br />
|name=Vital Point Attack<br />
|input=236L<br />
|image=DBFZ_Hit_VitalPointAtack.png |caption=''ゴゴゴゴゴゴ...'' <br />
|image2=DBFZ_Hit_DirectHit.png |caption2=<br />
|image3=DBFZ_Hit_InstantBlow.png |caption3=<br />
|image4=DBFZ_Hit_GuardBreaker.png |caption4=Yare, yare daze...<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Stance|subtitle=236L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
This stance might look like a taunt as Hit puts his hands into his pockets. Essential to a lot of his gameplay.<br />
* Stance can be cancelled by pressing S. Stance cancel recovery lasts 19f.<br />
* If holding 4 when doing any followups, '''they will not come out.'''<br />
}}<br />
{{AttackVersion|name=Direct Hit|subtitle=> L}}<br />
{{#lst:{{PAGENAME}}/Data|236L L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Fast long-ranged attack.<br />
* Does not spend the wallbounce.<br />
* Has the same Re-center property as Smash! attacks, meaning the opponent is put in the same position on hit every time<br />
* Can be comboed from midscreen with the help of assists.<br />
* Hit's main combo extender in the corner with assists. It also acts as his most solid regular combo ender, as it causes a forced soft knockdown and can lead into any of his supers.<br />
Can be used to frametrap people during a blockstring. Mostly used in conjunction with 214L to mixup. is also plus on block if the opponent is in the air when blocked. Being -2, it's also safe to backdash after, a property that is made even more potent by 5M's massive range to punish whiffs.<br />
}}<br />
{{AttackVersion|name=Instant Blow|subtitle=> M}}<br />
{{#lst:{{PAGENAME}}/Data|236L M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Longer range and harder hitting.<br />
* On hit will cause a sliding knockdown.<br />
* If Hit combos after the attack, he can still use his smash attack for the likes of a 2H.<br />
* After using it once and spending the sliding knockdown, any other hits will not cause sliding knockdown.<br />
}}<br />
{{AttackVersion|name=Guard Breaker|subtitle=> H}}<br />
{{#lst:{{PAGENAME}}/Data|236L H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Hit teleports towards the opponent and kicks upwards where it hurts the most.<br />
* Appears in front of the opponent, range is around 75% of the screen length.<br />
* Launches, allowing followups on successful hit.<br />
* Fully invincible against anything from frame 1 making this a huge threat in the neutral game.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Tides of Time</font>======<br />
{{MoveData<br />
|name=Tides of Time<br />
|input=236M/H<br />
|image=DBFZ_Hit_TidesOfTime.png |caption= '''''ゴゴゴゴゴゴ...'''''<br />
|image2=DBFZ_Hit_TimeReleaseL.png |caption2=Hope you've practiced your Yamcha Spirit Balls<br />
|image3=DBFZ_Hit_TimeRelease8L.png |caption3=<br />
|image4=DBFZ_Hit_TimeRelease2L.png |caption4=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=M Stance|version=236M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=H Stance|version=236H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hit goes into a stance which causes his body to emit blue flames after a few frames.<br />
* M Version has a small start up, while H Version is a lot faster. Both of them do the same amount of damage.<br />
* Once blue flames are active (17f), Hit is projectile and strike invulnerable. He also becomes immaterial, allowing his opponent to walk right through him.<br />
* L and M followups do not carry invincibility. Hit can be struck out of them before they come out.<br />
* H followup will carry invincibility.<br />
* S stance cancel for both L and M stances are 20f, but H stance recovers faster at 15f:<br />
* L and M stances S earliest cancel window is 10f, whereas H stance cancel window is 8f.<br />
}}<br />
{{AttackVersion|name=Time Release|subtitle=> L}}<br />
{{#lst:{{PAGENAME}}/Data|236M L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be repeated up to three times.<br />
* 2L is an overhead, L and 8L are mids.<br />
* '''Counts as strikes.''' Broly's powered shell ain't got no shit on Hit<br />
* Highly unsafe on block, so be sure to cover failed attempts with an assist or a vanish.<br />
Fires sharp lines towards the opponent, with deceptively large hitboxes. Unlike Direct hit, this can be followed up with 3 slashes. Cannot be superdashed through, but the tracking isn't the best. Hit's main combo extension tool when going for good damage.<br />
}}<br />
{{AttackVersion|name=Instant Blow|subtitle=> M}}<br />
{{#lst:{{PAGENAME}}/Data|236M M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Causes a sliding knockdown.<br />
* Very similar to the Instant Blow from Vital Point Attack with the small exception that when you do it from this stance, it'll "teleport" you behind your opponent before doing the attack.<br />
* Not a true teleport; Hit can be interrupted if there are projectiles or any other long actives in his path.<br />
* Good move for short conversions where it takes little damage to kill an opponent. Death Blow is an excellent move in tandem with this.<br />
}}<br />
{{AttackVersion|name=Guard Breaker|subtitle=> H}}<br />
{{#lst:{{PAGENAME}}/Data|236M H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Fully invincible until Hit enters recovery<br />
* Launches enemy directly up on hit<br />
* Very similar to the Guard Breaker from Vital Point Attack with the small exception that when you do it from this stance, it'll teleport you behind your opponent before doing the attack<br />
* Because of the property of the move, 236H-H can be used as a 1-bar (now 1-bar due to patch making EX moves 0.5 bars) reversal that is safe on block<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Icy Glare</font>======<br />
{{MoveData<br />
|name=Icy Glare<br />
|input=214L/M/H<br />
|image=DBFZ_Hit_IcyGlare.png |caption=Watashi... VANIRRA ICE<br />
|image2=DBFZ_Hit_IcyGlare-positions.png |caption2=Ice, ice, baby...<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ice originates from Hit himself.<br />
* On hit, you can convert it into a combo by using an assist or vanish.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ice originates from slightly less than fullscreen distance.<br />
* Can combo into from midscreen after a 5H.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ice originates from about ¾ screen distance.<br />
* Pops the opponent up. Can follow up without the need of a vanish or assist.<br />
<hr><br />
* Hit's command grab. Button can be held to extend the move's range.<br />
* Important tool for opening people up.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Deadly Intent</font>======<br />
{{MoveData<br />
|name=Deadly Intent<br />
|input=236S<br />
|image=DBFZ_Hit_DeadlyIntent.png |caption=ZOOOOM<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hit does 3 short dashes (2 if first dash bypasses opponent), can pass through opponent, projectile, and any Super projectile type attacks.<br />
* Hit enters Vital Point Attack stance after finishing his dashes. <br />
* If M or H is pressed while dashing, he goes into his Tides of Time stance. <br />
* If S is pressed while dashing, will cancel stance. Cancel recovery is 20f<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Mark of an Assassin</font>======<br />
{{MoveData<br />
|name=Mark of an Assassin<br />
|input=214S<br />
|image=DBFZ_Hit_MarkOfAnAssassin.png |caption=MOOOOZ<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Projectile invincible from 5f forward<br />
* Hit quickly dashes away from his opponent, moving about as far as a backdash.<br />
* You are safe coming out of this teleport, meaning that if you teleport into a meaty projectile attack you can block it.<br />
* Special cancellable into any other special move or 5S. Earliest cancel can occur at 14f<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Guard Breaker<br />
|input=Assist A<br />
|image=DBFZ_Hit_GuardBreaker.png |caption=Yes, good idea, Hit. Kick above your waist with your hands in your pockets, that's real frickin' smart.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invincible from 17f to 31f<br />
* Comes out fast and launches the opponent on hit to allow for additional combos. Pretty good in blockstrings too, allowing some characters to go for high / low mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Instant Blow<br />
|input=Assist B<br />
|image=DBFZ_Hit_InstantBlow.png |caption=You pressing buttons?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hit launches forward and strikes the opponent with an attack similar to his medium attack from light stance.<br />
* Causes a wall bounce on hit.<br />
* Unlike his A assist will attack the opponent even from full screen.<br />
This assist is a good way to call out the opponent trying to press buttons from full screen and allowing a conversion off it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Time Release<br />
|input=Assist C<br />
|image=DBFZ_Hit_TimeReleaseL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Plays out all three hits on hit, two hits on block, only one on whiff.<br />
* Tracks the opponent.<br />
<br />
Arguably one of the better C-Assists in the game due to it's ability to track the opponent anywhere and Hit's safety when using it. Since Hit doesn't approach the opponent, Hit is usually safe when doing this assist, making it a C-assist you can throw out without much worry. Also because of it's ability to track and it's safety, it can be really good for neutral. It's only downside is that it whiffs if the opponent manages to get behind Hit.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Realized Power</font>======<br />
{{MoveData<br />
|name=Realized Power<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Hit_RealizedPower.png |caption=''"You won't be able to block this."''<br />
|image2=DBFZ_Hit_RealizedPower2.png |caption2=''"My time skip is unbeatable."''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version pops the opponent up. Can DHC another super before or after the animation, allowing you to either stay or switch sides with the opponent.<br />
* Air version dumps the opponent straight down. Hit also teleports on the ground afterwards.<br />
* Minimum damage: 203*4.<br />
* Hit's main air combo ender for when you won't get a knockdown and you just want the damage. Can now DHC into most supers on air hit. <br />
* If blocked, Hit will bounce off the opponent, which can grant them a punish.<br />
* Optimal followup after a succesful ground counter. Although you might be tempted to vanish, do it only if it will get your opponent in the corner, since the scaling as well as Hit's poor air options will remove most of the route's effectiveness.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Death Blow</font>======<br />
{{MoveData<br />
|name=Death Blow<br />
|input=236H+S<br />
|image=DBFZ_Hit_DeathBlow.png |caption=''"Now then, it's time for me to make the donuts."''<br />
|image2=DBFZ_Hit_DeathBlow2.png |caption2='''''SNIPED!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A very fast fullscreen projectile that will make people think twice about shooting those pesky beams.<br />
* Realized Power is preferable for short conversions from moves like 5S and 236MM, and gives a big damage reward if you have the meter to burn. <br />
* Consumes all of your meter for extra damage, up to 6564 damage raw if you spend 7 bars. 2564 for 1 bar scaling 1,000 dmg per bar up to 4 bars and 500 dmg per bar every bar after 4. This is great damage, however it's meterburn capabilities can make it tricky to use, and if it doesn't kill the situation afterwards can be a bit messy. It's amazing at finishing off an opponent if Hit is solo, or if the meter you have wouldn't kill an opponent. Or if you just want to burn the meter to look cool, which is also an option.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">I keep improving</font>======<br />
{{MoveData<br />
|name=I keep improving<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_Hit_IKeepImproving.png |caption=''"This is the stance!"''<br />
|image2=DBFZ_Hit_IKeepImproving2.png |caption2=''"I continue to improve..."''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 Ki Gauges.<br />
* Minimum damage: 1755.<br />
* Standard level 3 reversal.<br />
High damage combo ender. Its main utility lies in the fact that it ignores sparking blast's healing effect, making it a very good choice for killing characters that would otherwise survive the combo. Since it also gives a hard knockdown and the animation takes fairly long, it is a very good combo ender all around.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/DBS_Broly&diff=173570DBFZ/DBS Broly2020-08-02T23:12:58Z<p>24.46.145.190: /* j.H */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=DBS Broly|discord=https://discord.gg/CaAUm9J}}<br />
======<span style="visibility:hidden;font-size:0">overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content=DBS Broly is a rushdown grappler, a combination fitting for a caveman. The main thing that sells Broly is his outrageously high damage, a corner BnB can kill even the healthiest character, and he can drag the opponent to said corner quite easily. Broly's neutral is serviceable enough to catch the opponents as well, especially his projectiles. Once Broly gets in, he has a very large array of frame traps to keep opponents still. Broly's critical weakness is his speed, his mixup options are somewhat slow and his pressure is unsafe, but thankfully his damage can paralyze opponents into getting hit any way. Overall, Broly hits like a dump truck and should be treated as such. His A and B assists are both solid, so he can still work off of Point if need be. If you like characters who hit very, very hard then put Broly on your team and watch health bars melt.<br />
<br />
''Note: Commonly referred to as '''S''' Broly by the community, to differentiate him from [[DBFZ/Broly|the other Broly.]]''<br />
{{Bio<br />
| name = DBS Broly<br />
| game = DBFZ<br />
| quote = HRRAAAAH!!<br />
| voice = Japanese: Bin Shimada English: Johnny Yong Bosch <br />
| lore = Born around the same time as Prince Vegeta (and a few years before Kakarot, AKA Son Goku), Broly was placed in the elite nursery chamber due to his overwhelming powerlevel that apparently went higher than readers could scan. Because of this, King Vegeta banished Broly to a distant planet, thought to be uninhabitable. His father Paragus attempted to save him by giving chase, yet he too ended up getting stranded on the planet. In order to make the best out of a bad situation, he decided to train the young Broly. Many years later, their distress signal was found by members of the Frieza Force and were allowed to join it due to also wanting revenge on the Saiyans. Broly started off being almost no match for the pair, but as the fight went on his power started skyrocketing. However, tragedy struck in the middle of battle, as a “stray energy blast” accidentally killed Paragus. This death caused Broly to transform into a Super Saiyan, pushing him far beyond the limits of a Saiyan and being a tough match for Goku and Vegeta. <br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|DBS Broly}} is an aggressive, versatile grappler who tears down his foes with his gigantic tool-kit, relentless frame traps, and a manifold of command grabs.<br />
| pros =<br />
* '''Damage:''' Long, versatile combos with very high damage, especially with resources. <br />
* '''Range:''' Solid projectiles and long-range normals help a lot in scrambles, and a handful also have armor. [[DBFZ/DBS_Broly#2L|2L]] is huge and his fastest normal.<br />
* '''Corner Carry:''' Many normals and specials have high corner carry and can all be used in a single combo.<br />
* '''Command Grab:''' [[DBFZ/DBS_Broly#Gigantic_Fury|Gigantic Fury]] leads into massive damage in the corner and can also anti-air, often scaring opponents into opening themselves up.<br />
* '''High Hitstun Assists:''' All of his assists are amazing for controlling space in neutral and combos. [[DBFZ/DBS_Broly#Assist_B|B]] in particular is excellent at shutting down opponents in the air.<br />
| cons =<br />
* '''Frame Data:''' No normals are safe on block and their slow speed makes stagger pressure a huge risk, if not impossible.<br />
* '''Mix-up:''' Mix-up options are slow and relies on frametraps to open opponents.<br />
* '''Resource Hungry:''' Needs resources for his options in damage and neutral.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC|game=DBFZ}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=DBFZ<br />
| fullname=DBS Broly<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name={{clr|2|5L}}<br />
|image=DBFZ_DBSBroly_5L.png |caption=<br />
|image2=DBFZ_DBSBroly_5LL.png |caption2=<br />
|image3=DBFZ_DBSBroly_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* THE slowest {{clr|2|5L}} in the game<br />
However {{clr|2|2L}} is 6f, so he'll be using that move for challenge instead<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Blows the opponent all the way up<br />
* Has enough hitstun to combo into SD<br />
* Centers the opponent on hit<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Only comes out if {{clr|2|5LL}} hits, and since it's frame 1, it can't whiff.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name={{clr|3|5M}}<br />
|image=DBFZ_DBSBroly_5M.png |caption=PAIN<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Goes almost halfscreen.<br />
Absolutely horrifying frametrap or neutral check when Broly is in Limit Break or Sparking, as it's an almost guaranteed death combo from there. Do not get hit by this.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name={{clr|5|5H}}<br />
|image=DBFZ_DBSBroly_5H.png |caption=Nice DP, nerd<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has 1 hit of mid/high armor beginning on frame 10.<br />
* During {{clr|5|5[H]}}, if the armor is triggered, he will automatically stop charging and attack.<br />
* Values in [] is when fully charged.<br />
* Goes half screen, fully charged goes a tiny bit further.<br />
* Smash hit launches higher than most {{clr|5|5H}}, wall splats and combos into SD. Can link into {{clr|2|2L}} in the corner.<br />
* Non-Smash can still combo into SD in the corner.<br />
The gap between his charging armor being triggered and when he attacks is 5f.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name={{clr|4|5S}}<br />
|image=DBFZ_DBSBroly_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hold or mash {{clr|4|S}} to shoot all 5 Ki blasts.<br />
* Last Ki blast launches.<br />
Doesn't beat other Ki Blasts like DBZ Broly.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name={{clr|2|2L}}<br />
|image=DBFZ_DBSBroly_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit.<br />
Due to {{clr|2|5L}} being slow and this move having decent range, you're mostly gonna use {{clr|2|2L}} as a jab, and chain into {{clr|2|5L}}. It's also a remarkably good meaty in the corner, even after a non-knockdown ender. Walk back {{clr|2|2L}} will catch all techs and allow for either a combo or continued block pressure.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name={{clr|3|2M}}<br />
|image=DBFZ_DBSBroly_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can chain into itself up to 4 times.<br />
* If cancelled from {{clr|3|5M}}, can only stomp twice. Similarly, stomping more than 2 times will prevent gatling into {{clr|3|5M}}.<br />
* On block, there's a 6f gap between each follow up stomps.<br />
Despite the 6f gap, due to having higher priority, the followups will beat any 6f {{clr|2|5L}}/{{clr|2|2L}} if they try to challenge. Though it won't catch opponents jumping.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name={{clr|5|2H}}<br />
|image=DBFZ_DBSBroly_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit combos into SD.<br />
Very slow and moves Broly forward, meaning superdash will sometimes cross him up.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name={{clr|4|2S}}<br />
|image=DBFZ_DBSBroly_2S.png |caption=yyYYYEAAAAHHHH!!!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall splats on hit.<br />
* On block in the corner, true strings into SD.<br />
* Scales poorly as a starter and mid combo.<br />
Since this is actually a normal, you can cancel into special moves or other normals (such as {{clr|5|2H}}) on hit or block. You can also vanish if on whiff.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name={{clr|3|6M}}<br />
|image=DBFZ_DBSBroly_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6H</font>======<br />
{{MoveData<br />
|name={{clr|5|6H}}<br />
|input=Headbutt<br />
|image=DBFZ_DBSBroly_6H.png |caption=HE GRIPPIN'<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.<br />
* On hit, keeps grounded opponent standing, ground bounces airborne. The ground bounce can combo into SD even midscreen.<br />
* Useful mixup tool: big damage on hit, forms a mixup between {{clr|2|214L}} (beats block/reflect) or {{clr|2|2L}} (beats mash/jump)<br />
Good for catching backdashes and reflects. It requires assists or a vanish slightly above the ground to be combo'ed into, but the damage is definitely worth it. On air hit, links into {{clr|2|2L}}.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name={{clr|2|j.L}}<br />
|image=DBFZ_DBSBroly_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Huge hitbox for a {{clr|2|j.L}}<br />
Incredible air-to-air, useful for jabbing Super Dash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name={{clr|3|j.M}}<br />
|image=DBFZ_DBSBroly_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Shorter range than {{clr|2|j.L}} in exchange for lower hitbox.<br />
Also an incredible air-to-air, it still can easily beat superdash even though it's startup is slow.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name={{clr|5|j.H}}<br />
|image=DBFZ_DBSBroly_jH.png |caption=come on and slam<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit can wall bounce.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes sliding knockdown.<br />
* Very slow for a {{clr|5|j.H}}.<br />
Vital to corner combos, as he's the only character to have a practical {{clr|5|j.H}} ▷ {{clr|2|2L}} link. This allows high damaging sliding knockdown routes without meter or assist.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name={{clr|4|j.S}}<br />
|image=DBFZ_DBSBroly_jS.png |caption=<br />
|image2=DBFZ_DBSBroly_jS2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hitbox is active as he's holding the ball up.<br />
* Can't go offscreen, will "slide" against the corner's wall.<br />
* Explodes when it hits the ground, enabling relaunches with {{clr|2|2L}}.<br />
* Cannot be Super Dashed through.<br />
Very useful for his corner combos. On block, can safely SD in or raw tag at close range. Has some uses for zoning since it's rather fast.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name={{clr|5|j.2H}}<br />
|image=DBFZ_DBSBroly_j2H.png |caption=Broly Airlines<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Airthrow with some limited tracking.<br />
* Smash hit wall bounces, combos into SD.<br />
Has incredible corner carry. Even though it looks like a good air-to-air, it's slow to the point you'll only use it for combos or to catch people trying to use {{clr|4|j.S}}.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Raging Quake</font>======<br />
{{MoveData<br />
|name=Raging Quake<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_DBSBroly_RagingQuake.png |caption=BROLY<br />
|image2=DBFZ_DBSBroly_RagingQuake2.png |caption2='''''SMASH'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Damage: Raw / Non-Smash / Smash<br />
* Has 3 hits: one when he's airborne, a punch when he lands, and the shockwave<br />
* Smash on the first two, but not on the shockwave<br />
* Non-Smash first hit causes very small ground bounces<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shockwave only hits in front of Broly.<br />
Decent for High HSD combos into assists, but not much more than that.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shockwave hits fullscreen.<br />
* Ground version can wall splat on Smash hit.<br />
{{clr|3|236M}} is very useful for corner combos due to the wallbounce. It's also useful as a confirm from {{clr|4|2S}}.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shockwave hits fullscreen.<br />
* Both versions bounces them up with high hitstun on Smash hit.<br />
Really good for boosting midscreen combo damage and corner carry. Two mediums into 236H means easily 70% of your lifebar is gone.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Gigantic Fury</font>======<br />
{{MoveData<br />
|name=Gigantic Fury<br />
|input=214L/M/H<br />
|image=DBFZ_DBSBroly_GiganticFury.png |caption=214L<br />
|image2=DBFZ_DBSBroly_GiganticFury2.png |caption2=214M<br />
|image3=DBFZ_DBSBroly_GiganticFury3.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Non-Smash causes sliding knockdown.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit wall bounces.<br />
* Raw hit can only grab grounded opponent. Mid-combo can grab both grounded and airborne.<br />
Similar in use to DBZ Broly's {{clr|3|214M}}. Allows for a meterless combo in the corner and a vanish conversion midscreen. The only real issue with it is the 24f startup. When used in conjunction with his other options, it starts becoming far more deadly.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit wall bounces.<br />
* Head invul from frame 4.<br />
* Can only grab airborne opponents.<br />
* Interestingly enough, Broly can use this move to ''throw his own assists'' along with the opponent. However, the assist will still come out wherever you throw them, which means you can combo midscreen with the assist. This doesn't work with all assists however, and is also very new tech, so extreme uses haven't been found for it yet.<br />
Very useful post-snap in conjunction with assists. Calling the assist a little late can scare the opponent into blocking, which in turn opens them up to getting scooped.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit bounces them up with high hitstun.<br />
* Head invul from frame 1.<br />
* If the opponent is grounded when this move is inputted, Broly will do {{clr|2|214L}}, if they're in the air, he will do {{clr|3|214M}}.<br />
This move is crazy. The fact that it can be an air throw or a ground throw is both a blessing and a curse. The built-in option select is very strong, but it can be beaten. It has longer range than {{clr|2|L}} and {{clr|3|M}} versions and can be extended midscreen, even allowing for a Dragon Rush.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Eraser Blow</font>======<br />
{{MoveData<br />
|name=Eraser Blow<br />
|input=236S<br />
|image=DBFZ_DBSBroly_EraserBlow.png |caption=Absolutely no jumping here good sir<br />
|data=<br />
{{AttackDataHeader-DBFZ|}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Damage: Raw / Non-Smash / Smash.<br />
* Throws an orb at a 35 degree angle.<br />
* Has 1 hit of super armor from frame 4.<br />
* Smash on the physical hit before the projectile, Smash hit followups with a sideswitching hit into sliding knockdown.<br />
* Smash hit can link into dash {{clr|4|214S}} anywhere on screen.<br />
Will catch people trying to jump out of Broly's blockstrings. If they jump extremely late to prevent being caught by the physical hit, Broly is plus and can safely continue the string with {{clr|2|2L}}.<br />
<br />
Arguably better than Z Broly's Eraser Blow in terms of zoning. Catches superdash so effectively that even if the blast is blocked, Broly is +1 and can continue attacking. Additionally, if they choose to mash immediately upon hitting Broly's armor, they will eat the physical hit if timed properly.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Gigantic Heave</font>======<br />
{{MoveData<br />
|name=Gigantic Heave<br />
|input=214S<br />
|image=DBFZ_DBSBroly_GiganticHeave.png |caption=Nice to meet you sir<br />
|image2=DBFZ_DBSBroly_GiganticHeave2.png |caption2=Oh well I guess I'll see you later<br />
|data=<br />
{{AttackDataHeader-DBFZ|}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Raw hit can only grab standing opponent (whiffs on crouching). Mid-combo can grab grounded, airborne, and OTG.<br />
* On hit, switches sides, is special cancellable.<br />
* Smash hit combos into SD.<br />
* Enables a meterless full combo after {{clr|4|236S}}.<br />
This move has almost a half-screen's worth of corner carry ''all on it's own''. The sideswap property makes it really handy when your back is to the corner. The only moves it combos into after smash is used are his Air Level 1's, so keep that in mind.<br />
<br />
Extremely useful to use after landing Eraser Blow. It not only retains its smash property afterwards, allowing for a superdash, but the aforementioned corner carry allows you to drag the opponent all the way to the other side.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Raging Quake<br />
|input=Assist A<br />
|image=DBFZ_DBSBroly_RagingQuake2.png |caption=Changing futures<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only the shockwave has hitbox, hits fullscreen.<br />
While the blockstun isn't great, the hitstun is pretty good. It also doesn't launch very high, which allows a lot of characters to get grounded Dragon Rush. A small caveat to this assist over a beam is that it does not move with the screen, making some common beam assist combos drop.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eraser Blow<br />
|input=Assist B<br />
|image=DBFZ_DBSBroly_EraserBlow.png |caption=And you thought GT Goku's assist hitstun was absurd<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*55 frames of hitstun.<br />
Functions nearly identical to GT Goku's Amazing Assist A. Only difference is that Eraser Blow trades blockstun for more hitstun.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Blaster Cannon<br />
|input=Assist C<br />
|image=DBFZ_DBSBroly_2S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Broly does his {{clr|4|2S}}, and on hit he teleports behind you to dunk you to the ground for a combo extension.<br />
41 frames of startup.<br />
32 frames of blockstun.<br />
72 frames of hitstun.<br />
*Oddly, due to having less active frames than multi-hitting beams (17 vs 25), the projectile does not extend as far before disappearing. You may notice it failing to reach if you're chasing a retreating opponent after calling the assist from full screen.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Gigantic Charge</font>======<br />
{{MoveData<br />
|name=Gigantic Charge<br />
|input=236L+M<br />
|image=DBFZ_DBSBroly_GiganticCharge.png |caption=<br />
|image2=DBFZ_DBSBroly_GiganticCharge2.png |caption2=Ridiculous DHC potential<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides on hit and block.<br />
* On hit, forces a soft knockdown, leaves you in the +20 range.<br />
* Minimum damage: 160, 700 (860). He will still continue the super even if DHC'd out.<br />
Due to the sideswap and forced distance change, certain characters can get a 4 way mixup off of Level 3 DHCs after Gigantic Charge.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Gigantic Impact</font>======<br />
{{MoveData<br />
|name=Gigantic Impact<br />
|input=j.236L+M<br />
|image=DBFZ_DBSBroly_GiganticImpact.png |caption=''*insert RTL jokes here*''<br />
|image2=DBFZ_DBSBroly_OmegaBlaster.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Gigantic Impact}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage: 195*3 (585).<br />
* Press {{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}/{{clr|4|S}} to do followups, can be done even on whiff. Has guard point till recovery.<br />
* All 3 hits can be aimed. Does {{Ni|3}} {{Ni|9}} {{Ni|2}} by default.<br />
* {{Ni|1}} {{Ni|2}} {{Ni|3}} give sliding knockdown on hit.<br />
* {{Ni|4}} {{Ni|7}} {{Ni|9}} {{Ni|6}} switch sides on block and hit.<br />
* {{Ni|8}} if done at the edge of the screen will pull the opponent out of the corner. {{Ni|2}} only does so as a followup.<br />
This super gives better positioning but far less damage than the ground version.<br />
}}<br />
{{AttackVersion|name=Omega Blaster|subtitle=Gigantic Impact > L+M or H+S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Attacks with a giant barrier.<br />
* Minimum damage: 110*6 (660).<br />
This follow up is the only real reason to use this super over the ground version in terms of damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Meteor Shower</font>======<br />
{{MoveData<br />
|name=Meteor Shower<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_DBSBroly_MeteorShower.png |caption=<br />
|image2=DBFZ_DBSBroly_MeteorShower2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reversal Super, autocorrects on startup.<br />
* Does 1 hit with barrier, shoots 20 Ki blasts in all directions (only 8 directed at the ground), then after recovery 11 more Ki blasts will fall down (5 in front and 6 in the back).<br />
* Always teleports back to the ground during recovery.<br />
* The Ki blasts won't rain down if he DHC out. These Ki blasts will also disappear if he gets hit, but not if he blocks or raw tags out.<br />
* Minimum damage: 20%.<br />
The "shower" won't trigger Super Scaling, but the initial barrage does.<br />
<br />
If the opponent is slightly above Broly, j.236H+S in the corner can easily link into j.DR for a metered SKD or snapback. This can usually be done by {{clr|5|j.2H}} > j.236H+S or a back-to-corner {{clr|4|214S}} > j.236H+S.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Gigantic Roar</font>======<br />
{{MoveData<br />
|name=Gigantic Roar<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_DBSBroly_GiganticRoar.png |caption=Well it's getting hot in here so time to take off all my clothes<br />
|image2=DBFZ_DBSBroly_GiganticRoar2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Goes almost fullscreen.<br />
* On hit, all damage from Broly is increased by 5% for the rest of the match from the moment he takes off his armor.<br />
* Minimum damage: 280, 100*15 (1780).<br />
This super is flexible, has one of the highest minimum damage among level 3s, and is easy to combo into, as Broly charges nearly full screen when he's DHCed into.<br />
<br />
While it doesn't allow for good pressure midscreen, it gives massive pressure in the corner. It leaves you +43, which is more than enough time for a safejump.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=173569DBFZ/Fused Zamasu2020-08-02T23:11:27Z<p>24.46.145.190: /* Divine Wrath */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Fused Zamasu|discord=https://discord.gg/5KRJ2ZN}}<br />
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Fused Zamasu<br />
| game = DBFZ<br />
| quote = I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!<br />
| lore = When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the Fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, he would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|Fused Zamasu}} possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
|pros=<br />
* '''Flight''': Zamasu's character defining [[DBFZ/Fused_Zamasu#Heaven's Flash|Heaven's Flash]] grants both unique mobility and godly fly/unfly mix-ups.<br />
* '''Great pressure''': Access to both [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgment]] and [[DBFZ/Fused_Zamasu#Wall_of_Light|Orbs]] to extend pressure and make blocking Zamasu scary.<br />
* '''Versatile supers''': Zamasu's [[DBFZ/Fused_Zamasu#Lightning_of_Absolution|Lightning of Absolution]] and [[DBFZ/Fused_Zamasu#Divine_Wrath|Divine Wrath]] supers both do decent damage and are very compatible with as Z change supers.<br />
* '''Solo tick throw setup''': Zamasu is the only character with a solo tick throw setup using his [[DBFZ/Fused_Zamasu#Wall_of_Light|Orbs]].<br />
* '''Cataclysmic damage potential''': [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgement]] can be used multiple times in a combo without affecting scaling, allowing him to deal massive damage.<br />
|cons=<br />
* '''Weak neutral tools''': Struggles in the neutral with a very slow beam type move ([[DBFZ/Fused_Zamasu#Divine_Order|Divine Order]]) and [[DBFZ/Fused_Zamasu#j.S|j.S]] being his only way to contest full screen.<br />
* '''Assist hungry''': Assist basically determine the way Zamasu's game-plan is performed and are his only way setting up [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgment]] without spending bar or spark.<br />
* '''Restrictive solo combos''': Zamasu will need to manage his smash properties to ensure he gets a sliding knockdown by himself, this paired with his assist dependence in the neutral makes it hard to two or even three touch characters.<br />
* '''Resource dependent''': His high damage combos rely on assist or meter and his flight in neutral is only truly threatening when he has 3 bar for [[DBFZ/Fused_Zamasu#Lightning_of_Absolution|Lightning of Absolution]].<br />
|tablewidth=69<br />
}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in who can solo tick throw in DBFZ.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
*Allows for Divine Order followup. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=anti-mash tool<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=You should REALLY think about pressing Super Dash<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Flight!!! Except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Has head invul after the teleport, just like 2H<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption="My power... is great!"<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2="FACE MY DIVINE WRATH!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the blades will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2= that one friend you only call on special occasions<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The blades obscure Zamasu significantly on the ground, allowing for ambiguous mix-ups while the opponent is locked down.<br />
* Wormholes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be combo'd into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be combo'd into alone with 2H M {{Ni|9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal. Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Quite good against assists, as he'll still do the entire lighting barrage even when it's blocked or whiffs.<br />
* Can whiff if opponent is actively super dashing.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=173568DBFZ/Fused Zamasu2020-08-02T23:11:15Z<p>24.46.145.190: /* Divine Wrath */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Fused Zamasu|discord=https://discord.gg/5KRJ2ZN}}<br />
{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Fused Zamasu<br />
| game = DBFZ<br />
| quote = I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!<br />
| lore = When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the Fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, he would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|Fused Zamasu}} possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
|pros=<br />
* '''Flight''': Zamasu's character defining [[DBFZ/Fused_Zamasu#Heaven's Flash|Heaven's Flash]] grants both unique mobility and godly fly/unfly mix-ups.<br />
* '''Great pressure''': Access to both [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgment]] and [[DBFZ/Fused_Zamasu#Wall_of_Light|Orbs]] to extend pressure and make blocking Zamasu scary.<br />
* '''Versatile supers''': Zamasu's [[DBFZ/Fused_Zamasu#Lightning_of_Absolution|Lightning of Absolution]] and [[DBFZ/Fused_Zamasu#Divine_Wrath|Divine Wrath]] supers both do decent damage and are very compatible with as Z change supers.<br />
* '''Solo tick throw setup''': Zamasu is the only character with a solo tick throw setup using his [[DBFZ/Fused_Zamasu#Wall_of_Light|Orbs]].<br />
* '''Cataclysmic damage potential''': [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgement]] can be used multiple times in a combo without affecting scaling, allowing him to deal massive damage.<br />
|cons=<br />
* '''Weak neutral tools''': Struggles in the neutral with a very slow beam type move ([[DBFZ/Fused_Zamasu#Divine_Order|Divine Order]]) and [[DBFZ/Fused_Zamasu#j.S|j.S]] being his only way to contest full screen.<br />
* '''Assist hungry''': Assist basically determine the way Zamasu's game-plan is performed and are his only way setting up [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgment]] without spending bar or spark.<br />
* '''Restrictive solo combos''': Zamasu will need to manage his smash properties to ensure he gets a sliding knockdown by himself, this paired with his assist dependence in the neutral makes it hard to two or even three touch characters.<br />
* '''Resource dependent''': His high damage combos rely on assist or meter and his flight in neutral is only truly threatening when he has 3 bar for [[DBFZ/Fused_Zamasu#Lightning_of_Absolution|Lightning of Absolution]].<br />
|tablewidth=69<br />
}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in who can solo tick throw in DBFZ.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
*Allows for Divine Order followup. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=anti-mash tool<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=You should REALLY think about pressing Super Dash<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Flight!!! Except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Has head invul after the teleport, just like 2H<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption="My power... is great!"<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2="TASTE MY DIVINE WRATH!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the blades will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2= that one friend you only call on special occasions<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The blades obscure Zamasu significantly on the ground, allowing for ambiguous mix-ups while the opponent is locked down.<br />
* Wormholes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be combo'd into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be combo'd into alone with 2H M {{Ni|9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal. Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Quite good against assists, as he'll still do the entire lighting barrage even when it's blocked or whiffs.<br />
* Can whiff if opponent is actively super dashing.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Goku&diff=173567DBFZ/SSB Goku2020-08-02T23:05:19Z<p>24.46.145.190: /* overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=SSB Goku|discord=https://discord.gg/Np6rvww}}<br />
======<span style="visibility:hidden;font-size:0">overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{UnderConstructionDisclaimer}}<br />
{{FP Box<br />
|header=Overview<br />
|content=Goku (SSGSS) has a stupid name and therefore will be referred to as '''"SSB Goku"''', "Blueku", or "Goku Blue." He also has incredible offensive neutral and amazing frame data, allowing him to stagger opponents to death and open them up for amazing damage. Also he has a really good command grab and a couple of gimmicky teleports. Get in there and start looping the opponent.<br />
{{Bio<br />
| name = SSB Goku<br />
| game = DBFZ<br />
| quote = This is what it looks like to go beyond Super Saiyan God!<br />
| lore = Some time after defeating Majin Buu, Goku works as a radish farmer, before he hears about Beerus, a God of Destruction of legendary power. Yet, Goku was unable to defeat him on his own however, even with a mastered Super Saiyan 3 form. From Shenron, Goku would hear about the Super Saiyan God ritual, and with five pure hearted Saiyans pouring their energy into him, Goku became a Super Saiyan God to fight Beerus, and later absorbed this power into his base form. After attaining this new height in power, Goku started to train with the God of Destruction Beerus' teacher, Whis, after hearing Vegeta was already there, and both would expand upon their powers. The end result of his training is a new level of power, the "Super Saiyan God Super Saiyan": a blue-haired super form that combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans exclusively.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|SSB Goku}} has a similar fighting style to that of his SS form, but brings a playstyle consisting of strong mixup options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows.<br />
| pros =<br />
* '''Strong Neutral Options:''' Very powerful ki blast, [[DBFZ/SSB_Goku#j.S|j.S]] in particular keeps your air momentum making it extremely strong, [[DBFZ/SSB_Goku#Divine_Void_Strike|Divine Void Strike]] which beats ki blasts, [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] and [[DBFZ/SSB_Goku#Instant_Transmission|Instant Transmission]].<br />
* '''Epic 2M of Death:''' Very active, very fast, high reward and surprisingly short recovery. SSB Goku's [[DBFZ/SSB_Goku#2M|2M]] is one of the best of its kind.<br />
* '''Oppressive at Close-Range:''' Good stagger, fast lows, and an unreactable command grab.<br />
* '''Easy Sliding Knockdowns:''' Has multiple meterless sliding knockdowns from anywhere on screen using [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] or [[DBFZ/SSB_Goku#Instant_Transmission|Instant Transmission]].<br />
* '''Strong Damage in Corner:''' SSB Goku's corner loops give him extremely high damage, solo or assisted.<br />
* '''Versatile Supers:''' His Supers are very easy to combo into and deal high damage.<br />
| cons=<br />
* '''Very High Skill Ceiling:''' His best combo routes, especially in the corner, require above average execution and awareness.<br />
* '''High Commitment Moves:''' His neutral tools, while good, most are very high commitment and need to be timed well. He prefers neutral assists to function well, as he can't reliably get in by himself.<br />
* '''Potentially Resource Dependent:''' Requires a lot of conditioning to open opponents up without using heavy [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] mix-ups. High risk neutral without assist.<br />
}}<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC|game=DBFZ}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=DBFZ<br />
| fullname=SSB Goku<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name={{clr|2|5L}}<br />
|image=DBFZ_SSBGoku_5L.png |caption=<br />
|image2=DBFZ_SSBGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSBGoku_5LLL.png |caption3=The online special<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Standard jab, and Goku's fastest normal.<br />
<br />
{{clr|2|4LL}} > {{clr|3|2M}} or {{clr|2|2LL}} > {{clr|3|2M}} are really strong stagger string.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Launches on hit.<br />
Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches.<br />
<br />
The large amount of hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* {{clr|2|5LL}} > {{clr|2|5LLL}} has a massive gap in between.<br />
* Combos into SD midsceen or even links to air normals in the corner.<br />
Very slow, highly telegraphed, and the reward isn't so big. Since the threat of 214X exists, the opponent will be more likely to mash and they'll punish 5LLL outright if it's not covered with assists. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name={{clr|3|5M}}<br />
|image=DBFZ_SSBGoku_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Holding {{Ni|4}} reduces forward momentum and recovery.<br />
{{clr|3|5M}} has extremely good range, even longer reach than {{clr|3|2M}}. {{clr|3|5M}} with dash momentum is very scary.<br />
<br />
{{clr|3|4M}} is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name={{clr|5|5H}}<br />
|image=DBFZ_SSBGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall splats on Smash hit. Combos into SD.<br />
* Non-Smash only combos into SD in the corner.<br />
Used for block string and combo filler.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name={{clr|4|5S}}<br />
|image=DBFZ_SSBGoku_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Mash or hold {{clr|4|S}} to shoot all 6 Ki blasts.<br />
* Last Ki blast launches on hit.<br />
This is his only grounded projectile, making it vital for his neutral game.<br />
<br />
You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name={{clr|2|2L}}<br />
|image=DBFZ_SSBGoku_2L.png |caption=Had to go SSGSS to learn how to poke toes<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name={{clr|3|2M}}<br />
|image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
His third low. IAD j.S ▷ 2M has deceptively long range.<br />
<br />
Arguably the best {{clr|3|2M}} in the game with its combination of fast startup, low recovery, low profile, deceptive reach, and high reward, making it a force to be reckoned with during neutral and offense. On block, {{clr|3|2M}} {{clr|3|2M}} and {{clr|4|5S}} {{clr|3|2M}} beat mashing more often than you'd expect. {{clr|4|5S}} {{clr|3|2M}} is also especially strong since it also spaces Goku for his {{clr|3|2M}} > {{clr|3|4M}} shenanigans.<br />
<br />
You can also just throw this out in neutral/scrambles and watch as they get hit by it second-guessing themselves.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name={{clr|5|2H}}<br />
|image=DBFZ_SSBGoku_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Puts Goku airborne.<br />
* Smash hit has more hitstun and combos into SD.<br />
Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully.<br />
<br />
Smash hit can also combo into {{clr|4|j.236S}} for a quick sides switch into SKD.<br />
<br />
On block, cancel into {{clr|2|j.236L}} to stay safe (-2) or {{clr|5|j.214H}} with an assist for mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name={{clr|3|6M}}<br />
|image=DBFZ_SSBGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as airborne.<br />
* Uses the same hitboxes and hurtboxes as Goku's {{clr|5|j.H}}.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name={{clr|2|j.L}}<br />
|image=DBFZ_SSBGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Standard air jab.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name={{clr|3|j.M}}<br />
|image=DBFZ_SSBGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Great air-to-air. IAD {{clr|3|j.M}} is also Goku's best cross-up option. On hit, confirms with {{clr|3|2M}} or microdash {{clr|2|5L}}, depending on the height.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
||name={{clr|5|j.H}}<br />
|image=DBFZ_SSBGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit can wall bounce.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes sliding knockdown.<br />
Go-to jump in.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
||name={{clr|4|j.S}}<br />
|image=DBFZ_SSBGoku_jS.png |caption=Shades of Akuma<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Doesn't halt air momentum like most {{clr|4|j.S}}.<br />
* Doesn't launches airborne opponent like most {{clr|4|j.S}}, instead it pushes them down.<br />
Forward IAD {{clr|4|j.S}} beats anti-airs and puts Goku +10 at minimum.<br />
<br />
Due to maintaining full momentum, IAD j.X > {{clr|4|j.S}} will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD {{clr|3|j.M}}{{clr|2|(L)}}{{clr|5|2H}} > delay {{clr|4|j.S}} would always connect. {{clr|4|j.S}} ▷ {{clr|2|214L}} coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into {{clr|3|2M}} punish, but the thought of reflecting {{clr|4|j.S}} at all is a gamble because the Ki blast might not even come out.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
||name={{clr|5|j.2H}}<br />
|image=DBFZ_SSBGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit has more hitstun and combos into SD.<br />
Basic air launcher. Similar to {{clr|5|2H}}, Smash {{clr|5|j.2H}} can also combo into {{clr|4|j.236S}}.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Void Strike</font>======<br />
{{MoveData<br />
|name=Divine Void Strike<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption=Original move<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Removes other landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 4.<br />
* Goes almost half screen.<br />
A safe blockstring ender and a great combo filler, used in Goku's advanced combos.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 4.<br />
* Goes 75% of the screen.<br />
* Smash hit can wall splat. Smash 5MMM can wall bounce.<br />
Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of {{clr|5|2H}} > {{clr|3|j.236M}}, it beats even counter {{clr|5|2H}}.<br />
<br />
Used in corner BnBs. Smash {{clr|3|j.236M}} also link into j.DR in the corner for an easy snapback.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 1.<br />
* Teleports toward to the other wall, then charges backward.<br />
* Goes fullscreen. Air version has slight vertical tracking.<br />
* Wall bounces on Smash hit.<br />
* Air version on ground block ({{clr|5|2H}} > {{clr|5|j.236H}} + assist) leaves Goku at -5 in the air.<br />
A good neutral check that can be solo converted anywhere on screen.<br />
<br />
Not a good idea to use as a reversal as the invul from teleporting comes in too late.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Super God Shock Flash</font>======<br />
{{MoveData<br />
|name=Super God Shock Flash<br />
|input=214L/M/H<br />
|image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption="Hey, what's that on your shirt?"<br />
|image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2='''TICK THROW'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash on the throw.<br />
* Values in [] is if the throw whiffs.<br />
* Can only grab grounded or "grounded-by-proximity" opponents.<br />
* D Smash grab has identical effect to {{clr|2|214L}}.<br />
* After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Stays in place. If the grab whiffs, does a short ranged punch as followup.<br />
* On hit, the grab knocks the opponent away into a SKD, while the punch only launches them.<br />
At 17f of startup, it's the only unreactable command grab in the game that not only gives you SKD oki, but also can be converted without Supers. The only weakness 214L has over other 17f grabs is its short range, usually requiring a microdash to connect mid-blockstring.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleports a short distance forward before the grab.<br />
* U Smash hit wall bounces.<br />
The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold {{Ni|4}} and walk out of the grab.<br />
<br />
Though, it's almost half the speed of {{clr|2|214L}} and the lack of a follow-up makes it incredibly unsafe.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has the range of 214M and the safe punch of {{clr|2|214L}}.<br />
* U Smash hit wall bounces.<br />
Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than {{clr|3|214M}}.<br />
<br />
† Currently bugged, dealing regular amount of blue health (instead of no blue health) and building a tiny bit of meter on Smash hit unlike other EX specials.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Dragon Flash Kick</font>======<br />
{{MoveData<br />
|name=Dragon Flash Kick<br />
|input=j.214L/M/H<br />
|image=DBFZ_SSBGoku_DragonFlashKick.png |caption="Wait a sec... This isn't Flash Kick...!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reels back a tiny bit before diving 45 degree downward.<br />
* Advantage ranges from -1 to -6. {{clr|5|2H}} > {{clr|2|j.214L}} is a true blockstring that leaves Goku at -3 on the ground.<br />
One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension.<br />
<br />
Does slightly more damage than {{clr|5|j.H}} and can combo from {{clr|4|j.S}}, making this move slightly more preferable to {{clr|5|j.H}} in assisted and Vanish combos.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes sliding knockdown.<br />
* Advantage ranges from -1 to -6. {{clr|5|2H}} > {{clr|3|j.214M}} has a gap that beats counter {{clr|5|2H}}, leaves Goku at -3 on the ground.<br />
Goku's anywhere meterless SKD. It's almost always better than {{clr|5|j.H}} as a solo combo ender.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown.<br />
* On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody for a double sideswitch.<br />
* Advantage ranges from -3 to -7. 2H > {{clr|5|j.214H}} is a true blockstring that leaves Goku at -4 in the air.<br />
{{clr|4|j.S}} > {{clr|5|j.214H}} is an okay solo combo ender in case you can't use {{clr|3|j.214M}}, but where this move really shines is as a mixup tool covered by assists.<br />
<br />
After a blocked {{clr|5|j.214H}}, Goku can do a 4-way mixup with empty {{clr|2|2L}}, empty {{clr|2|214L}}, airdash crossup {{clr|4|j.S}}, late airdash same side {{clr|2|j.L}}. However, late airdash {{clr|2|j.L}} while universal is rather hard to pull off, the entire setup requires good blockstun assists and a 2H in the string, so it's susceptible to GC.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Instant Transmission</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=236S or 214S (Air OK)<br />
|image=DBFZ_SSBGoku_InstantTransmission.png |caption=''"Did he just remember he could do that?"''<br />
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2=''"Your father's an idiot."''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236S|subtitle=or j.236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=214S|subtitle=or j.214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, {{clr|4|214S}} goes in front. Uses the direction Goku's facing to determine how he teleports.<br />
* After teleporting, the move still has some vertical tracking to make sure it connects.<br />
* Smash hit causes sliding knockdown.<br />
High risk, decent reward neutral check. It's easily 2H-able if the opponent is ready, but you get some oki if it hits and solo pressure if they block it. Useful for side-switching off of 2H as well. You can combo off of this if it hits them against the corner, but you won't be able to get sliding knockdown easily.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Dragon Flash Kick<br />
|input=Assist A<br />
|image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption=''Actually does something now''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has some horizontal tracking.<br />
* Ground bounce into sliding knockdown on hit.<br />
A screen control assist, cutting through almost everything in neutral. On hit, the ground bounce also enables unique air-to-ground extension unlike most other pop-up assists.<br />
<br />
Can also be used right before a low recovery Super like Bardock and AGohan's 236LM for a SKD they otherwise wouldn't get.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Divine Void Strike<br />
|input=Assist B<br />
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= Original assist<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Deflects Ki Blasts.<br />
* Launches on hit.<br />
Basic strike assist. Good for raw Super Dash + assist. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=Assist C<br />
|image=DBFZ_SSBGoku_InstantTransmission-2.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks the opponent anywhere on screen.<br />
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Extreme Speed Kamehameha</font>======<br />
{{MoveData<br />
|name=Extreme Speed Kamehameha<br />
|input=236L+M or 236H+S (Air OK)<br />
|image=DBFZ_SSBGoku_ExtremeSpeedKamehameha.png |caption=''"You're finished!"''<br />
|image2=DBFZ_SSBGoku_ExtremeSpeedKamehameha-2.png |caption2=''"EYAAAAH!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}- <br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Doing raw, ground version will slightly adjust position for that it hits, air version stays still. <br />
* Mid-combo, both version teleports to the opponent instead, though the angle isn't always the best. Always shows up from the direction Goku's facing.<br />
* Last hit causes sliding knockdown.<br />
* Minimum damage: 75*10 (750).<br />
Similar to SS Goku, he does have safe jump setup from this with j.LL2H > j.236L+M into airdash j.H, but it's not universal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">x10 Kaioken Kamehameha</font>======<br />
{{MoveData<br />
|name=x10 Kaioken Kamehameha<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_SSBGoku_x10KaiokenKamehameha.png |caption='''''"KAIOKEN!"'''''<br />
|image2=DBFZ_SSBGoku_x10KaiokenKamehameha2.png |caption2='''''"I'll finish this right now!"'''''<br />
|image3=DBFZ_SSBGoku_EvolvedAttack.png |caption3='''''"THERE YOU ARE!"'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=x10 Kaioken Kamehameha}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Evolved Attack|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits fullscreen.<br />
* There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick.<br />
* Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659.<br />
Only do the 2 bar extension if you wanna see the cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&diff=173566DBFZ/UI Goku2020-08-02T23:02:13Z<p>24.46.145.190: /* overview */</p>
<hr />
<div>{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=UI Goku|discord=https://discord.gg/mheTsaB}}<br />
======<span style="visibility:hidden;font-size:0">overview</span>======<br />
{{FlexContainer}}<br />
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --><br />
{{FP Box<br />
|header=Overview<br />
|content=Goku (Ultra Instinct), now referred to as '''UI Goku''' (or simply Goku), is a balanced counter character with a well-rounded kit who can dominate the neutral and keep an opponent passive due to his incredible defensive tools. Striking fear into an opponent with his defense and conditioning an opponent to play passively, UI Goku can get in and begin extremely tricky pressure. These defensive tools range from Secret Sensation, a counter that warps Goku behind the opponent if he's hit by anything that's not a Super, and Rising Heat, a {{keyword|DP}} that covers UI Goku's entire body. When on the offense, UI Goku has excellent albeit slow normals, great projectiles, and Unrestrained Will to begin psyching the opponent out. Lastly, Godly Display allows UI Goku to both punish an unwise neutral check or just dash in fullscreen for pressure.<br />
<br />
UI Goku's sheer versatility allows him to be placed just about anywhere on a team. An opponent can frequently find themselves afraid to attack and then helpless to escape pressure due to the sheer number of tools at UI Goku's disposal. Players with more passive-aggressive or defensive playstyles will flourish with the character, but playing him very aggressively or like a {{keyword|shoto}} will get results just fine.<br />
{{Bio<br />
|name=UI Goku<br />
|game=DBFZ<br />
|quote= You don't stand a chance against me.<br />
|voice=Japanese: Masako Nozawa. English: Sean Schemmel <br />
|lore=Pushed to his limits during the Tournament of Power, Goku tapped into the powerful mental state of Ultra Instinct in order to compete against and even overpower the titanic foe, Jiren. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. With his mind and body separated, he became agile enough to swiftly evade incoming attacks while fighting purely depending on instinct alone. The form would short out before Goku could knock Jiren off the stage, but ultimately, he won the confrontation and had done enough damage to Jiren so that he and the rest of the Universe 7 team could win the tournament.<br />
}}<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|UI Goku}} is a masterful counter character who completely dominates the neutral game with his array of counters and anti-meta tools.<br />
|pros=<br />
* '''Autocombo''': [[DBFZ/UI Goku#5L|5L]] has an obscene hitbox and range, [[DBFZ/UI Goku#5L|5LL]] shares that while also ignoring low-hitting attacks, and [[DBFZ/UI Goku#5L|5LLL]] can be a potent tick-throw mix-up with [[DBFZ/UI Goku#2M|2M]].<br />
* '''Defense''': Difficult to approach, zone out and pressure thanks to [[DBFZ/UI Goku#Unrestrained Will| Unrestrained Will]], [[DBFZ/UI Goku#Rising Heat|22S]], [[DBFZ/UI Goku#Embodied Light|214H]], [[DBFZ/UI Goku#6H|6H]], and an [[DBFZ/UI Goku#Guiding Impulse|air-OK counter Super]] that can be used after any of them.<br />
* '''Powerful Neutral''': Multiple defensive options, counters, and zoning bless him to dominate the screen at will. Autocombo can even snatch aerial opponents.<br />
* '''Assist Combos''': Goku can easily keep combos going with assists, racking up a lot of damage.<br />
* '''Tricky Pressure''': A total of three lows, two of which can stagger. [[DBFZ/UI Goku#Unencumbered Mind|214X]] heavily encourages conditioning, and may allow UI Goku to continue pressure.<br />
|cons=<br />
* '''Blockstrings''': Cannot true-string into safe blockstring enders solo outside of [[DBFZ/UI Goku#5M|5M]].<br />
* '''Mixup''': Without assists, Goku's mixup is linear and requires layering.<br />
* '''Resource Hungry''': Needs resources to make options safe and maximize moveset. <br />
* '''Super Moves''': Lackluster damage off all his Supers with virtually no okizeme.<br />
}}<br />
|subheader1=Ultra Instinct<br />
|content2=UI Goku is invulnerable to Ki Blasts while walking forward, starting from frame 4. This is indicated by a short bubble on a successful dodge, similar to 2H against Head attribute attacks. Since it's a walk, Goku can stop and block at any moment, or "cancel" it into other moves. This invulnerability goes away the moment he switches to a different action.<br />
}}<br />
{{Closediv}}<!--END TOP SECTION--><br />
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION --><br />
{{FP TOC|game=DBFZ}}<br />
{{FP Box<br />
| padding=no<br />
| content={{CharaInfo<br />
| game=DBFZ<br />
| fullname=UI Goku<br />
}}<br />
}}<br />
{{Closediv}}<!--END FLEX OTHER SECTION--><br />
{{Closediv}}<br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name={{clr|2|5L}}<br />
|image=DBFZ_UIGoku_5L.png |caption=<br />
|image2=DBFZ_UIGoku_5LL.png |caption2=<br />
|image3=DBFZ_UIGoku_5LLL.png |caption3=eSports normals<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Huge range with really good pushback on block, putting Goku out of range of most normals.<br />
* {{clr|2|5L}} (blocked) > {{clr|2|2L}} (whiff) is actually 2 frames better than letting {{clr|2|5L}} recovers all the way (being -7 instead of -9).<br />
UI Goku doesn't have a 6f button and has to rely on his counters during clashes.<br />
<br />
The range on this is not to be understated, most of the cast can't punish UI Goku if he staggers with this despite its frame data due to the pushback. The ones that can punish can still be beaten with spacing. The hitbox is massive, which will lead to this move beating out a lot more than it really should.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces on hit.<br />
* Tracks horizontally for about half screen.<br />
* Fastest startup is 26f if done raw.<br />
Because of it's slow speed and low crush, a delayed 5LL can be used as a fake Dragon Rush once the opponent is conditioned to look for a gap after 5L. This move is amazing and it just catches people because of all its weird properties.<br />
<br />
{{clr|2|5L}} > {{clr|2|5LL}} also auto-confirms on air hit due to the high reach of both of these moves.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switch on hit.<br />
* Cancelling into this from a blocked {{clr|2|5LL}} always leaves the opponent in too much blockstun for the throw to work.<br />
Well timed assists can allow for this to become a tick throw, which can be made into a fatal 50/50 guess between this and {{clr|3|2M}} (take the throw). Can be useful in vanish combos sometimes because it side-switches, and also as a cheeky grab set-up after his level 3 knockdown by whiffing the autocombo up to until this move.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name={{clr|3|5M}}<br />
|image=DBFZ_UIGoku_5M.png |caption=<br />
|image2=DBFZ_UIGoku_5M2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both hits can be jump canceled.<br />
* Second hit counts toward scaling mid-combo.<br />
The second hit exacerbates your combo damage and hitstun decay, but is great for blockstrings. Forms a basic mixup between {{clr|3|5M}}(2) and {{clr|3|5M}}(1) > {{clr|3|6M}}. Once you can get them to block, then you can start to use 214{{clr|2|L}}/{{clr|3|M}}.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name={{clr|5|5H}}<br />
|image=DBFZ_UIGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit has good corner carry, launches more upwards than other {{clr|5|5H}}'s like S-Broly's {{clr|5|5H}}.<br />
This move is a pretty good in neutral due to it's comparably fast startup to other {{clr|5|5H}} moves.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name={{clr|4|5S}}<br />
|image=DBFZ_UIGoku_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jails into Vanish.<br />
* On hit, automatically shoots 3 extra blasts and causes a wall splat. Goku can only cancel the first or the last hit.<br />
Chains from {{clr|3|M}}/{{clr|5|H}} normals will have a 6-frame gap, but the wallsplat makes it a trade in your favor. Off of said trade, you can connect a {{clr|2|5L}} in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name={{clr|2|2L}}<br />
|image=DBFZ_UIGoku_2L.png |caption=Blursed normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* {{clr|2|2L}} slides forward a bit, {{clr|2|2LL}} stays in place.<br />
This move single-handedly gives him mix-ups. 2L has far better frame advantage than 5L, which makes it great to chain into from 5L for stagger pressure. It's hit level is far below 5L, so 5L is better to use when re-establishing pressure.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name={{clr|3|2M}}<br />
|image=DBFZ_UIGoku_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit.<br />
Unlike other Gokus, this move is mostly combo and blockstring filler. It's bad framedata leads it to being a poor mixup and stagger.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name={{clr|5|2H}}<br />
|image=DBFZ_UIGoku_2H.png |caption=Vans: off the wall<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on the second hit if both hits connect.<br />
* Second hit always whiffs on crouchers.<br />
* Non-Smash can still combo into SD in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name={{clr|4|2S}}<br />
|image=DBFZ_UIGoku_2S.png |caption="Neutral? What's that?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jails into Vanish.<br />
* Whiffs on crouching opponent.<br />
* Wall bounces on hit. Near the corner, can combo into SD.<br />
A projectile anti-air that, on block, will force jump-height opponent to the ground and true string into {{clr|4|5S}}, which true strings into Vanish.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name={{clr|3|6M}}<br />
|image=DBFZ_UIGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead<br />
* Can cancel from the first hit of {{clr|3|5M}} for an easy high/low mixup, though it isn't true and is reactable.<br />
Even though UI Goku does not have a 6-frame 5L, he can still challenge after 6M with 22S meterlessly and 214H with meter. 214H is generally preferred due to how much safer it is than 22S.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6H</font>======<br />
{{MoveData<br />
|name={{clr|5|6H}}<br />
|input=Secret Sensation<br />
|image=DBFZ_UIGoku_6H.png |caption=<br />
|image2=DBFZ_UIGoku_6H2.png |caption2=Chacha real smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|6H Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Counter}}<br />
{{#lst:{{PAGENAME}}/Data|6H Counter}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Command dodge for everything but throws and Supers.<br />
* On successful activation, Goku will slide behind the opponent allowing for immediate followups. If the opponent is grounded during the super freeze, he'll stay grounded, and if they're airborne, he'll also become airborne.<br />
* Air counter recovers faster than ground counter. Counters have 2f of lingering full invul after recovery if you choose to stand still.<br />
Advantage is dependent on what is countered and the distance from it. For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. In general, anything outside of light normals will give enough time to land an uncontested punish with {{clr|2|5L}}/{{clr|2|2L}}/{{clr|2|j.L}}. UI Goku can also always defer to block regardless of any attack that was countered. Although this can mean you forfeit neutral if the opponent presses buttons, you can also opt for his multiple invincible options if they do decide to challenge.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name={{clr|4|6S}}<br />
|input=Shining Soul<br />
|image=DBFZ_UIGoku_6S.png |caption="When the world needed him most, he vanished."<br />
|image2=DBFZ_UIGoku_6S2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out.<br />
* The spinning portion are strike attacks with very good pushback on block, launches the opponent on hit.<br />
* Shot Ki Blasts wall splats on hit.<br />
* Good hitstun.<br />
Mostly used in corner combos. Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like midscreen {{clr|4|6S}} > SD.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name={{clr|2|j.L}}<br />
|image=DBFZ_UIGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Quite big hitbox for a jab. Has an alternate animation if used twice in a string, though this is purely cosmetic.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name={{clr|3|j.M}}<br />
|image=DBFZ_UIGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Really good range and hitbox for IAD crossups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name={{clr|5|j.H}}<br />
|image=DBFZ_UIGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit can wall bounce.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name={{clr|4|j.S}}<br />
|image=DBFZ_UIGoku_jS.png |caption=DISRUPTAH<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* {{clr|4|5S}} but in the air, which allows for a ton of horizontal airspace control.<br />
* Whiffs on crouching opponent and a few standing small characters.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name={{clr|5|j.2H}}<br />
|image=DBFZ_UIGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pushes Goku up and forward.<br />
* Smash hit has more hitstun and combos into SD.<br />
{{clr|5|j.2H}} > {{clr|2|jc.L}} works even on Smash hit. Smash {{clr|5|j.2H}} > delay SD also allows for a sideswitch even in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Godly Display</font>======<br />
{{MoveData<br />
|name=Godly Display<br />
|input=236L/M/H<br />
|image=DBFZ_UIGoku_GodlyDisplay.png |caption=<br />
|image2=DBFZ_UIGoku_GodlyDisplay2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hitgrab that sides switches on hit or block.<br />
* Cannot true string into from any normal.<br />
* Safe on block.<br />
All versions are handy to use as frametraps during blockstrings, and if blocked, can be further covered by Embodied Light.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes half screen.<br />
* Smash hit wall splats.<br />
In a blockstring, {{clr|4|6S}} > {{clr|2|236L}} will whiff, allowing for Reflect bait if used in tandem with {{clr|4|6S}} > {{clr|3|236M}}.<br />
<br />
As a combo ender, DR > {{clr|2|236L}} > any UI Goku Super will put the opponent back into the corner if you really want the corner, otherwise DR >{{clr|4|22S}} > any UI Goku Super is better in almost every way.<br />
<br />
Can also be used as a whiffed command dash in a similar vein to {{clr|5|j.236H}} in certain near-corner combos.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes full screen.<br />
* Smash hit wall splats.<br />
If used preemptively, the full invul during active frames and the gigantic range allow this to beat things like beams, although the superior beam punish on reaction is {{clr|5|6H}}, as you can get a full unscaled combo instead.<br />
<br />
On a midscreen hit, the wall splat is long enough for you to add a {{clr|4|5S}} before Vanishing. <br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes 80% of the screen.<br />
* Smash hit wall bounces.<br />
Aside from being a frametrap like the rest of its versions, this can be used as a combo extender. Using this after {{clr|5|5H}} mid-screen whiffs, but acts instead as a command dash that allows you to continue comboing, most likely into {{clr|2|5L}}.<br />
Plus enough on hit to whiff Sparking activation and still combo with {{clr|3|2M}}.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Autonomous Fist</font>======<br />
{{MoveData<br />
|name=Autonomous Fist<br />
|input=j.236L/M/H<br />
|image=DBFZ_UIGoku_AutonomousFist.png |caption=oraoraoraoraoraoraoraoraora<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Halts all momentum and moves slightly forward.<br />
* If any of the hits landed, will automatically followup with a few extra hits.<br />
* All hits can be cancelled. Smash on the last hit only.<br />
All versions can be used to challenge superdash better than regular normals can on anticipation/reaction because of their active frames.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Soft knockdown.<br />
* Used for low hitstun decay assist extension.<br />
The fast startup also allows it to combo from j.{{clr|2|LL}}{{clr|5|2H}} with autocombo boost.<br />
<br />
If you don't have an assist that allows {{clr|2|j.LLL}} > {{clr|2|j.214L}} + Assist, DR due to it being a pop up assist, you can go for j.{{clr|2|LL}}{{clr|5|2H}} > {{clr|2|j.236L}} + Assist, DR instead and it'll deal the same damage.<br />
<br />
{{clr|5|2H}}(1) > {{clr|2|j.236L}} is Goku's only gapless blockstring ender, but it's unsafe at -7, so without assists it's better to just do {{clr|5|2H}}(1) > {{clr|4|j.214S}}.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
* Leaves UI Goku right in front of the opponent after landing.<br />
* Go-to air ender at low hitstun decay.<br />
For okizeme, it's better to use this over {{clr|5|j.H}} > {{clr|2|j.214L}} because it leaves UI right next to the opponent and gives tons of time to decide pressure. Also lands sliding knockdown at lower heights where {{clr|5|j.H}}/{{clr|2|j.214L}} can't, although you lose out on a bit of damage. <br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switches on the last hit.<br />
* Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unencumbered Mind</font>======<br />
{{MoveData<br />
|name=Unencumbered Mind<br />
|input=214[L/M/H]<br />
|image=DBFZ_UIGoku_UnencumberedMind.png |caption="Ultra Demon Flip!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=[L]}}<br />
{{#lst:{{PAGENAME}}/Data|214[L]}}<br />
{{!}}-<br />
{{AttackVersion|name=[M]}}<br />
{{#lst:{{PAGENAME}}/Data|214[M]}}<br />
{{!}}-<br />
{{AttackVersion|name=[H]}}<br />
{{#lst:{{PAGENAME}}/Data|214[H]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku front flips around before ending with a dash toward the opponent. {{clr|2|L}} flips once, {{clr|3|M}} flips 3 times, {{clr|5|H}} disappears for a bit before flipping twice.<br />
* Pressing {{clr|2|L}}/{{clr|3|M}}/{{clr|5|H}}/{{clr|4|S}} will do a corresponding follow-up. While Goku's airborne, {{clr|2|L}}/{{clr|3|M}}/{{clr|4|S}} followups will be "queued" until he's on the ground again.<br />
* All versions can autocorrect every time he touches the ground, but only {{clr|3|M}} and {{clr|5|H}} versions can crossup and steal the corner.<br />
Is invulnerable to all projectiles during flips, including Supers.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Godly Strike</font>======<br />
{{MoveData<br />
|name=Godly Strike<br />
|input=214L (Air OK) or<br/>Unencumbered Mind > L<br />
|image=DBFZ_UIGoku_GodlyStrike.png |caption=the most powerful Woah of all time<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > L}}<br />
{{#lst:{{PAGENAME}}/Data|214XL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Jails into Vanish.<br />
* Doesn't overshoot the opponent.<br />
* Ground version can autocorrect during startup, air version can't.<br />
* Air version teleports to the ground. When the opponent is in untech time, it will also have reduced startup, better tracking, and will wait till they are in range before attacking.<br />
* Smash hit causes a sliding knockdown.<br />
* Go-to aerial ender for damage and assist extensions.<br />
At around {{clr|5|2H}} height and up, non-Smash {{clr|5|j.H}} > {{clr|2|j.214L}} is a guaranteed combo into SKD with a lot of corner carry. Smash {{clr|5|j.H}} > {{clr|2|j.214L}} only works high up (due to increased falling speed) and is used for easy assist extensions.<br />
<br />
While being +3 frames on block, 7f {{clr|2|5L}}/{{clr|2|2L}} means it's equal to +2 frames with most other characters (they can backdash away from midscreen). When blocked in the air close to the ground, it becomes a ridiculous +9 frames.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Transcendence</font>======<br />
{{MoveData<br />
|name=Transcendence<br />
|input=214M (Air OK) or<br/>Unencumbered Mind > M<br />
|image=DBFZ_UIGoku_Transcendence.png |caption=make them cry for getting hit by a 31f grab<br />
|image2=DBFZ_UIGoku_Transcendence2.png |caption2="This is gonna '''hurt'''..."<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > M}}<br />
{{#lst:{{PAGENAME}}/Data|214XM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Autocorrects if he overshoots the opponent.<br />
* Air version teleports to the ground.<br />
* Smash hit switches sides, wall splats.<br />
* Cannot hit airborne opponents, not even mid-combo.<br />
* Can combo without meter in the corner.<br />
This is your prime conditioning tool. Once you make them block, use this to make them antsy again so you can frametrap them to death. Alone it is a very reactable command grab with start-up being at 31 frames, but due to the ambiguity of going into either plus-frame/frametrap {{clr|2|j.214L}} or psuedo-reversal {{clr|5|j.214H}}, it becomes a significantly better mix-up tool.<br />
<br />
Like {{clr|3|236M}}, connecting this in midscreen gives Goku enough time to add {{clr|4|5S}} before Vanishing, or even pick up with certain assists. At the corner, can link into {{clr|2|5L}} for an easy 30% with a corner BnB.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Embodied Light</font>======<br />
{{MoveData<br />
|name=Embodied Light<br />
|input=214H (Air OK) or<br/>Unencumbered Mind > H<br />
|image=DBFZ_UIGoku_EmbodiedLight.png |caption=<br />
|image2=DBFZ_UIGoku_EmbodiedLight2.png |caption2='''GRANDPA SAID NO MASHING'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > H}}<br />
{{#lst:{{PAGENAME}}/Data|214XH}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits directly in front of Goku.<br />
* Smash hit causes a crumple state on grounded opponent, wall splats airborne opponent. Non-Smash launches them forward.<br />
Useful for a lot of things. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to {{clr|5|2H}} you out of it. Can be used as a pseudo-Vanish of sorts during blockstrings due to it costing less meter and having a bigger reward on hit, being able to escape gaps that are larger than 4F.<br />
<br />
10f of landing recovery sounds pretty risky... until you realize Goku recovers in the air and is free to do literally anything to avoid being punished, say for example, using another {{clr|5|j.214H}}. Fun fact: since this move is a hitgrab, despite {{clr|5|j.214H}} version having Head attribute, if it were to trade with a {{clr|5|2H}}, it'll win.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S or 214S (Air OK) or<br/>Unencumbered Mind > S<br />
|image=DBFZ_UIGoku_Kamehameha.png |caption=the anti-beam beam<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > S}}<br />
{{#lst:{{PAGENAME}}/Data|214XS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* {{clr|4|236S}} flips forward, {{clr|4|214S}} flips backwards.<br />
* 214X~{{clr|4|S}} version can cross up, even in the corner.<br />
* Jails into Vanish.<br />
214X~{{clr|4|S}} is safe on block and even safer against Reflect (-3), have fun with an unpunishable beam. Projectile invulnerability also lends this to be a good beam counterpoke.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Rising Heat</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=22S<br />
|image=DBFZ_UIGoku_RisingHeat.png |caption=<br />
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=JAM SESSION<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|22S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Immune to cross-ups.<br />
* Insanely high damage combo filler.<br />
* Stays grounded.<br />
Its high damage, cross-up immunity, and high hitstun makes this an amazing reversal. By also having a high minimum damage value, it is also the go-to move before popping a combo Sparking! for TODs.<br />
<br />
Better than {{clr|2|j.236L}} after Dragon Rushes at the end of corner combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unrestrained Will</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=[L+M] after recovery<br />
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=GO1 uses this so it must be good, right?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Recovery [L+M]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Homes in on the opponent until frame 20 before punching straight forward. Goku attacks from the direction he was facing after teching.<br />
* Smash hit causes a sliding knockdown.<br />
* Works on any ground wakeup, air tech and DR tech. Doesn't work with grounded hitstun and snapback.<br />
Insane tracking, but is super negative on block, cannot call assists, can be anti-air'd on reaction, and can also be safely meatied with lights. So {{clr|4|22S}} is better to use on the ground if possible.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=Assist A<br />
|image=DBFZ_UIGoku_RisingHeat.png |caption=<br />
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=CAPTAIN CORRIDOR<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits all the way to the top of the screen.<br />
* Huge amount of hitstun, low amount of blockstun.<br />
While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. Doing things like {{clr|2|L}} Rebellion Spear with Bardock on block is difficult due to where UI Goku teleports in, but the hitstun and height of the hitbox helps characters that struggle to get sliding knockdowns. With proper timing, Trunks can connect {{clr|4|j.S}} > {{clr|3|j.236M}} midscreen as an example.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist B<br />
|image=DBFZ_UIGoku_Kamehameha.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Goes fullscreen.<br />
* Launches at a very combo-friendly angle.<br />
* Slower than the average beam assist, comparable to Cell's.<br />
This would've been good if it had the Unencumbered Mind version's projectile invulnerability. Assist A is better in a lot of ways however, leaving this beam assist feeling somewhat underwhelming due to how slow it is for what feels like not that much reward both on block and on hit. There's much better beams in the game, but if you absolutely 100% need a beam assist and do not want to change your team, this is an alright option.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=Assist C<br />
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=The power of trust is a tracking shoulder tackle?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable(!) tracking C Assist.<br />
* Horizontal trajectory can make it whiff after a down smash, so experiment with different combo enders.<br />
Same insane tracking as the Special version, followed by a knockdown. Essentially SSB Goku's C Assist, but trades 10 frames of blockstun for DP properties. This gives it poor blockstun for a C Assist (average otherwise) but also considerable strength in neutral, plowing through everything to catch the opponent anywhere on screen.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Accelerating Battle Spirit</font>======<br />
{{MoveData<br />
|name=Accelerating Battle Spirit<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_UIGoku_AcceleratingBattleSpirit.png |caption=*teleports behind u*<br />
|image2=DBFZ_UIGoku_AcceleratingBattleSpirit2.png |caption2='''''"FALCON..."'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 750.<br />
* Teleports behind the opponent.<br />
* Startup reduced if the opponent is in any hitstun.<br />
Relatively low damage in comparison to the cast. <br />
<br />
Can also be used as a desperate tag into another character by DHCing when blocked, as it's long duration is enough for the game to revert back to neutral.<br />
}}<br />
{{AttackVersion|name=Unpolished Instinct|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 506 (1256 total).<br />
* Switches sides back.<br />
Shares the low damage characteristic with its parent Super, Accelerating Battle Spirit, however they both become integral during TODs in squeezing out every bit of damage possible. <br />
}} <br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Guiding Impulse</font>======<br />
{{MoveData<br />
|name=Guiding Impulse<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_UIGoku_GuidingImpulse.png |caption=Have you seen the man with seven scars?<br />
|image2=DBFZ_UIGoku_GuidingImpulse2.png |caption2=No matter, you're dead because you tried to punish my DP<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Parry super similar to Cooler's Lv3:<br />
:* On parrying strikes, Goku acts instantly and punishes the opponent without any chance of escaping.<br />
:* On parrying projectiles or assists, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching, allowing them to act or even punish him.<br />
Don't think of this as much as a reversal as it is a tool to keep other things safe. Cancelling into this from {{clr|4|22S}} will catch an opponent punishing you with a strike, but it can also be used to catch a panic vanish after a {{clr|5|6H}} that puts you airborne (which will happen a lot).<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Silver Dragon Flash</font>======<br />
{{MoveData<br />
|name=Silver Dragon Flash<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_UIGoku_SilverDragonFlash.png |caption="Anyone who hurts my friends..."<br />
|image2=DBFZ_UIGoku_SilverDragonFlash2.png |caption2="'''IS GONNA PAY!'''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 1758.<br />
* Charges full screen forward. Ground version tracks vertically during startup.<br />
* Switches sides on hit.<br />
+38 on hit and leaves you almost fullscreen, limiting okizeme.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SS_Vegeta&diff=157807DBFZ/SS Vegeta2020-06-11T16:00:01Z<p>24.46.145.190: /* Assist C */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Vegeta (Super Saiyan)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SS_Vegeta_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Balanced, Footsies, Rushdown<br />
|-<br />
| '''Team Role''' || Anchor<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = SS Vegeta<br />
| game = DBFZ<br />
| icon = DBFZ_SSVegeta_Icon.png<br />
| quote = I...am Super Vegeta!<br />
| lore = <br />
Vegeta IV, the prince of the Saiyans, originally came to Earth in search of the Dragon Balls to grant himself immortality. He would be defeated by Goku, thus beginning a legendary rivalry between the two Saiyan warriors, and his lust to overcome Goku would push him to unlock the legendary power of Super Saiyan, a form he believed he was destined to achieve. Over time, Vegeta's wicked nature was tempered from his time on Earth and relationship with the Earthlings around him and, in time, became one of Earth's mightiest defenders. Even still, he remains ever proud, and continues to train with the sole purpose of surpassing and defeating Goku, his greatest rival. <br />
<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|SS Vegeta}} is a balanced, rushdown fighter that takes pride in honest fundamentals.<br />
| pros =<br />
* '''Jack Of All Trades:''' Well-rounded character, allowing him to adapt to nearly every situation.<br />
* '''Relatively Safe Zoning:''' Ki blasts [[DBFZ/SS Vegeta#5S|5S]] and [[DBFZ/SS Vegeta#j.S|j.S]] enforce zoning, as they can be cancelled into a DP when the opponent commits to an approach.<br />
* '''Special Assist:''' Exceptional support value with [[DBFZ/SS Vegeta#Assist A|Assist A]], which is among the best for neutral control and combo extension, and also offers Vanish protection.<br />
* '''Solid Normals:''' Solid buttons that are fast and safe on block, allowing for stagger pressure and resets.<br />
* '''Reversal:''' [[DBFZ/SS Vegeta#Crushing Knee Kick|214M/H]] is an air-ok DP and is the crux of his zoning. [[DBFZ/SS Vegeta#Crushing Knee Kick|214L]] is also an anti-air option and can lead to great damage/TODs if valuable resources are spent. <br />
| cons =<br />
* '''Stubby Normals:''' Requires careful footsies game due to short-ranged buttons.<br />
* '''Lack of a Beam-style Poke:''' [[DBFZ/SS Vegeta#Consecutive Energy Blast|236S]] is outclassed by [[DBFZ/SS Vegeta#5S|5S]] and [[DBFZ/SS Vegeta#j.S|j.S]], while also sharing their weaknesses and more. <br />
* '''No Blockstring Value:''' Assist A is nonexistent during blockstring pressure if the enemy knows it can be reflected and superdashed on block.<br />
* '''Master of None:''' While he has options for most situations, he is generally outclassed by specialist characters.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_SSVegeta_5L.png |caption=<br />
|image2=DBFZ_SSVegeta_5LL.png |caption2=The people's elbow of all saiyans, mk. 0<br />
|image3=DBFZ_SSVegeta_5LLL.png |caption3=The gut punch to end all gut punches<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be chained twice with 4L.<br />
* 6-frame startup, good to contest pressure with.<br />
All things accounted for, this is a good jab. If there's a big enough delay between 5L and a follow-up 4L, you can make 6M plus on block to continue pressure.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances Vegeta forwards.<br />
* Vegeta's best combo starter.<br />
* -4 on block, good for stagger pressure.<br />
Blockstring, stagger, and combo tool like most other 5LL's in the game.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Jails into vanish.<br />
* Always results in the cinematic.<br />
Good to use in corner combos after your smash is used, but not much else. You have better combo and blockstring options.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_SSVegeta_5M.png |caption=The real power creep is this being Base Vegeta's 5H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hitbox shrinks on fourth active frame.<br />
Blockstring and combo filler. You can attempt pressure resets off of this, but it can be punished outright with 6-frame jabs.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_SSVegeta_5H.png |caption=Only use this if you're Fenritti<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Leads to rejump combos with Smash or without in the corner.<br />
* Advances forwards.<br />
This move is used in Vegeta's optimal combos, but not much else. Once again, combo and blockstring filler.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_SSVegeta_5S.png |caption=pew pew pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated up to eight times.<br />
* Frame advantage calculated on point blank hit.<br />
* Becomes +3 on block if you use all 8 shots.<br />
Amazing repeatable Ki Blast when it comes to the amount he can throw (8). You outclass a lot of other characters' Ki Blasts just by holding down the button. Because it's -4 like 5LL, you can attempt pressure resets with this move, but your options afterwards are far more limited.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_SSVegeta_2L.png |caption="hope you didn't press something"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Vegeta's primary mixup tool.<br />
* Good for staggers, but not as good as 5L.<br />
You'll be using this move a lot. It's fast and it hits low, which also makes it good for mixups. It has pretty decent range for a light normal, but it's still a Vegeta normal and not as big as some others like A21.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_SSVegeta_2M.png |caption= BOI<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Vegeta's best midscreen combo starter.<br />
In pressure, this move has similar uses to 5M, with the subtle difference that it hits low and it's typically a better combo starter.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_SSVegeta_2H.png |caption=IMMA KICK 'EM<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Recovery can be cancelled into j.2L, but not j.S.<br />
You won't be seeing this move as often as you will see 214L, but it's still very important to Vegeta. On the ground it converts meterlessly so it's preferred over 214L to smack someone out of the air, but it won't always work in a pinch like 214L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_SSVegeta_6M.png |caption=The people's elbow of all Saiyans<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead.<br />
Vegeta has some decent methods to space this out, so it's more useful than most. Watch Fenritti to see exactly how it's done, but there's a rough explanation in the Strategy section.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_SSVegeta_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Most commonly used as a second overhead.<br />
* Can whiff after a max-range j.M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_SSVegeta_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good air to air normal.<br />
* Good air to ground normal when well spaced.<br />
Vegeta's j.M is a great air normal. Where it particularly shines is in crossups, as it's range lends it to being a good crossup tool. This strength is also heightened in Sparking, where Vegeta can Instant Air Dash out of any of his grounded normals.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_SSVegeta_jH.png |caption=The OTHER people's elbow of all Saiyans<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hitbox shrinks on fourth active frame.<br />
A downward elbow. It doesn't really have much horizontal range so when you use it as a jump in from an air dash, you'll want to make sure to get the spacing right. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_SSVegeta_jS.png |caption=Neutral in a button<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated up to five times.<br />
* Great offensive angle for zoning<br />
* Can be canceled into j.214L if it hits an opponent (even if it's superdashed through), making it even more effective for zoning<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_SSVegeta_j2H.png |caption=PLUS 3<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long horizontal reach.<br />
* Hits mid.<br />
* Good mixup tool, using this after level 3 allows for a 50/50 with airdash j.L/land 2L.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Interceptor Kick</font>======<br />
{{MoveData<br />
|name=Interceptor Kick<br />
|input=j.2L<br />
|image=DBFZ_SSVegeta_InterceptorKick.png |caption=that's a funny way to spell "FALCON KICK"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good for baiting anti-air attempts. <br />
* Groundbounces grounded opponents.<br />
* Useful for assist combos as it sends you and the opponent downwards without using SKD.<br />
A divekick that has Vegeta do a downward kick at a 45 degree angle. It's good for stalling your falling momentum to make an opponent mistime their anti-air and punish it. It can also be good just to make your movement less predictable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Super Dash Kick</font>======<br />
{{MoveData<br />
|name=Super Dash Kick<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_SSVegeta_SuperDashKick.png |caption=''"Vegeta '''YES'''!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Bounces off the opponent on hit or block.<br />
* Can cancel recovery into an air option such as double jump or air dash. Covered with an assist and this can be an efficient mixup tool in the corner.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces in the corner.<br />
* Combo extender.<br />
* First hit scales the next two<br />
The M version of this move is 3 hits and the third hit will bounce in the corner. On block the last hit crosses up behind the opponent. You can extend your combo off of this wall bounce by linking a normal. <br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Passes through the opponent.<br />
* Launches the opponent directly upward in a tailspin.<br />
* Hold or tap 2 (down) on hit for hit stop to combo easier.<br />
This is an improved version of the L version. It's fast and goes full screen, making it great for punishing an opponent trying to do something on the ground when they're on the other side of the screen. The H version will launch the opponent directly upward in a tailspin on hit so when you space it well (about fullscreen distance), you can easily juggle the opponent to get a full combo<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Crushing Knee Kick</font>======<br />
{{MoveData<br />
|name=Crushing Knee Kick<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_SSVegeta_CrushingKneeKick.png |caption=VORUCANIKU VAIPAH!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Invulnerable to head property attacks only from the 1st frame.<br />
* Uniquely, the air version is invincible against air attacks. <br />
One hit, does a single rising knee kick.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Invulnerable frames 1-18.<br />
Rising Knee Kick. On hit, Vegeta follows up with a downward kick to send the opponent back down to the ground.<br />
<br />
If done after using an up smash attack such as 2H and most j.2Hs, the move will cause a sliding knockdown with enough hit advantage to perform a super move on the ground. Otherwise, the move will not have enough hit advantage.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Invulnerable frames 1-11.<br />
EX version. The rising knee portion does more hits before knocking the opponent back down to the ground. Does a sliding knockdown and switches sides.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Consecutive Energy Blast</font>======<br />
{{MoveData<br />
|name=Consecutive Energy Blast<br />
|input=236S (Air OK)<br />
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlast.png |caption=''"Don't you '''dare''' disappoint Vegeta!"''<br />
|image2=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png|caption2='''''"I'LL STOP WHEN YOU'RE REDUCED TO ASHES!"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Combos from 5S ki blasts at close range.<br />
* Punishable on block at close range.<br />
* Can be super dashed through so be careful.<br />
Vegeta fires a rapid fire ki blast barrage. The barrage makes it have a lot of active frames compared to a regular beam assist so it can be good for controlling the ground space for an extended period of time. However, it can be super dashed through and the ground version can also be avoided by using regular air options as well so be careful. <br />
}}<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be super dashed through so be careful.<br />
* Can push buttons when falling down afterwards.<br />
The air version fires downward at an angle. The angle it comes down at is very good at blocking approaches from both the ground and the air. However, like regular ki blasts, opponents can still get through by super dashing. You can combine it with the right assist(s) to cover the super dash option and hinder approaches. Even without an assist to cover the super dash options, it can still be good to hinder approaches, so long as you use it strategically and don't use it predictably.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Consecutive Energy Blast<br />
|input=Assist A<br />
|image=DBFZ_SSVegeta_ConsecutiveEnergyBlastAir.png |caption=You thought the <s>combo</s> ''neutral'' was <s>over</s> ''yours''?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good for hindering an opponent's approach in neutral.<br />
* One of the best assist to extend combos.<br />
* Can be super-dashed through and reflected ''even on block.''<br />
Super Vegeta's assist is the air version of his Consecutive Energy Blast special. The angle that it fires at makes it hard for your opponent to approach if they find themselves on the other side of it. Not good on block but extremely easy to convert into a combo. Also protects you from Vanish.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Super Dash Kick<br />
|input=Assist B<br />
|image=DBFZ_SSVegeta_SuperDashKick.png |caption=The DBFZ Classic<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Bounces off the opponent on hit/block like the point version.<br />
* Why couldn't this be 236H.<br />
* 31 frames of blockstun.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Crushing Knee Kick<br />
|input=Assist C<br />
|image=DBFZ_SSVegeta_CrushingKneeKick.png |caption=KNEE<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invincible(!), can plow through level 3s.<br />
Vegeta teleports to the opponent and DP's them in the face, possibly the most Vegeta thing he could do. The kick sends the opponent back to you to continue the combo.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Big Bang Attack</font>======<br />
{{MoveData<br />
|name=Big Bang Attack<br />
|input=236L+M or 236H+S (Air OK)<br />
|image=DBFZ_SSVegeta_BigBangAttack.png |caption='''''K A B O O M'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air H+S version will aim downwards and groundbounce opponents, setting up for DHCs.<br />
* Minimum damage: sideways: 814, downward: 770.<br />
A great way to counter superdashes if his opponent is in sparking with low health, as all the damage will be done at once. With the new patch, it can now be used to bring opponents to the ground for DHCs. Some characters that can be Z Changed into from H+S Big Bang Attack include: Literally anyone with a beam super (you might want to delay it to increase damage if you're too high), Gotenks, 18 and many others. Feel free to experiment with your team!<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Final Flash</font>======<br />
{{MoveData<br />
|name=Final Flash<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_SSVegeta_FinalFlash.png |caption= '''''"ARE YOU BRAVE ENOUGH TO TAKE THIS ONE?!"'''''<br />
|image2=DBFZ_SSVegeta_FinalFlash2.png |caption2='''ATTENTION'''<br>Connection has been lost.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage: 83*20 (1660)<br />
Vegeta's Level 3. Because the beam goes fullscreen and is air OK, it's fairly easy to combo into. Even when used high up in the air, there's enough plus frames to hold [9] when you land and have a meaty j.H waiting for your opponent. Vegeta can also go for a Superjump IAD mixup, which is more difficult but more rewarding and harder for your opponent to block.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegeta]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Goku&diff=157805DBFZ/SSB Goku2020-06-11T15:44:19Z<p>24.46.145.190: /* Playstyle */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Goku_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Mix-up<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = SSB Goku<br />
| game = DBFZ<br />
| icon = DBFZ_SSBGoku_Icon.png<br />
| quote = This is what it looks like to go beyond Super Saiyan God!<br />
| lore = <br />
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku/Wukong started to train with the God of Destruction Beerus' teacher, Whis, alongside Vegeta to expand upon their powers. The end result of his training is a new level of power, the "Super Saiyan God Super Saiyan": a blue-haired super form that combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans exclusively.<br />
<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
SSGSS Goku has a similar fighting style to that of the original, but brings a playstyle consisting of strong mobility options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows.<br />
<br />
|pros=<br />
* '''Strong neutral options:''' Very powerful ki blast, [[DBFZ/SSB_Goku#j.S|j.S]] in particular keeps your air momentum making it extremely strong, [[DBFZ/SSB_Goku#Divine_Void_Strike|Divine Void Strike]] which beats ki blast, [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] and [[DBFZ/SSB_Goku#Instant_Transmission|Instant Transmission]].<br />
* '''Epic 2M of death:''' Very active, very fast, high reward and surprisingly short recovery. SSB Goku's [[DBFZ/SSB_Goku#2M|2M]] is one of the best of its kind.<br />
* '''Extremely scary at close range:''' Good stagger, fast lows, unreactable command grab.<br />
* '''Easy sliding knockdowns:''' Has multiple meterless sliding knockdowns from anywhere on screen using [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] or [[DBFZ/SSB_Goku#Instant_Transmission|Instant Transmission]].<br />
* '''Very high corner combo damage:''' SSB Goku's corner loops give him extremely high damage, solo or assisted.<br />
* '''Versatile Supers:''' Supers are very easy to combo into and deal high damage.<br />
|cons=<br />
* '''Very high skill ceiling:''' His best combo routes require above average execution and awareness.<br />
* '''High commitment:''' His neutral tools while good, most are very high commitment and need to be timed well. Prefers neutral assists to function well, as he can't reliably get in by himself.<br />
* '''Can be resource dependent:''' Requires alot of condition to open opponents up without using heavy [[DBFZ/SSB_Goku#Dragon_Flash_Kick|Dragon Flash Kick]] mix-ups. High risk neutral without assist.<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name={{clr|2|5L}}<br />
|image=DBFZ_SSBGoku_5L.png |caption=<br />
|image2=DBFZ_SSBGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSBGoku_5LLL.png |caption3=The online special<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Standard jab, and Goku's fastest normal.<br />
<br />
{{clr|2|4LL}} > {{clr|3|2M}} or {{clr|2|2LL}} > {{clr|3|2M}} are really strong stagger string.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Launches on hit.<br />
Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches.<br />
<br />
The large amount of hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* {{clr|2|5LL}} > {{clr|2|5LLL}} has a massive gap in between.<br />
* Combos into SD midsceen or even links to air normals in the corner.<br />
Very slow, highly telegraphed, and the reward isn't so big. Since the threat of 214X exists, the opponent will be more likely to mash and they'll punish 5LLL outright if it's not covered with assists. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name={{clr|3|5M}}<br />
|image=DBFZ_SSBGoku_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Holding {{4}} reduces forward momentum and recovery.<br />
{{clr|3|5M}} has extremely good range, even longer reach than {{clr|3|2M}}. {{clr|3|5M}} with dash momentum is very scary.<br />
<br />
{{clr|3|4M}} is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name={{clr|5|5H}}<br />
|image=DBFZ_SSBGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounds on Smash hit. Combos into SD.<br />
* Non-Smash only combos into SD in the corner.<br />
Used for block string and combo filler.<br />
<br />
A quirk this move has is that mid blockstring, it can beat Solo Guard Cancel clean on reaction.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name={{clr|4|5S}}<br />
|image=DBFZ_SSBGoku_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Mash or hold {{clr|4|S}} to shoot all 6 Ki blasts.<br />
* Last Ki blast launches on hit.<br />
This is his only grounded projectile, making it vital for his neutral game.<br />
<br />
You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name={{clr|2|2L}}<br />
|image=DBFZ_SSBGoku_2L.png |caption=Had to go SSGSS to learn how to poke toes<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name={{clr|3|2M}}<br />
|image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
His third low. IAD j.S ▷ 2M has deceptively long range.<br />
<br />
Arguably the best {{clr|3|2M}} in the game with its combination of fast startup, low recovery, low profile, deceptive reach, and high reward, making it a force to be reckoned with during neutral and offense. On block, {{clr|3|2M}} {{clr|3|2M}} and {{clr|4|5S}} {{clr|3|2M}} beat mashing more often than you'd expect. {{clr|4|5S}} {{clr|3|2M}} is also especially strong since it also spaces Goku for his {{clr|3|2M}} > {{clr|3|4M}} shenanigans.<br />
<br />
You can also just throw this out in neutral/scrambles and watch as they get hit by it second-guessing themselves.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name={{clr|5|2H}}<br />
|image=DBFZ_SSBGoku_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Puts Goku airborne.<br />
* Smash hit has more hitstun and combos into SD.<br />
Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully.<br />
<br />
Smash hit can also combo into {{clr|4|j.236S}} for a quick sides switch into SKD.<br />
<br />
On block, cancel into {{clr|2|j.236L}} to stay safe (-2) or {{clr|5|j.214H}} with an assist for mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name={{clr|3|6M}}<br />
|image=DBFZ_SSBGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as airborne.<br />
* Uses the same hitboxes and hurtboxes as Goku's {{clr|5|j.H}}.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name={{clr|2|j.L}}<br />
|image=DBFZ_SSBGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Standard air jab.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name={{clr|3|j.M}}<br />
|image=DBFZ_SSBGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Great air-to-air. IAD {{clr|3|j.M}} is also Goku's best cross-up option. On hit, confirms with {{clr|3|2M}} or microdash {{clr|2|5L}}, depending on the height.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
||name={{clr|5|j.H}}<br />
|image=DBFZ_SSBGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes sliding knockdown.<br />
Go-to jump in.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
||name={{clr|4|j.S}}<br />
|image=DBFZ_SSBGoku_jS.png |caption=Shades of Akuma<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Doesn't halt air momentum like most {{clr|4|j.S}}.<br />
* Doesn't launches airborne opponent like most {{clr|4|j.S}}, instead it pushes them down.<br />
Forward IAD {{clr|4|j.S}} beats anti-airs and puts Goku +10 at minimum.<br />
<br />
Due to maintaining full momentum, IAD j.X > {{clr|4|j.S}} will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD {{clr|3|j.M}}{{clr|2|(L)}}{{clr|5|2H}} > delay {{clr|4|j.S}} would always connect. {{clr|4|j.S}} ▷ {{clr|2|214L}} coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into {{clr|3|2M}} punish, but the thought of reflecting {{clr|4|j.S}} at all is a gamble because the Ki blast might not even come out.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
||name={{clr|5|j.2H}}<br />
|image=DBFZ_SSBGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit has more hitstun and combos into SD.<br />
Basic air launcher. Similar to {{clr|5|2H}}, Smash {{clr|5|j.2H}} can also combo into {{clr|4|j.236S}}.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Void Strike</font>======<br />
{{MoveData<br />
|name=Divine Void Strike<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption=Original move<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Removes other landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 4.<br />
* Goes almost half screen.<br />
A safe blockstring ender and a great combo filler, used in Goku's advanced combos.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 4.<br />
* Goes 75% of the screen.<br />
* Smash hit corner bounds.<br />
* 5MMM version corner bounces on Smash hit.<br />
Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of {{clr|5|2H}} > {{clr|3|j.236M}}, it beats even counter {{clr|5|2H}}.<br />
<br />
Used in corner BnBs. Smash {{clr|3|j.236M}} also link into j.DR in the corner for an easy snapback.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 1.<br />
* Teleports toward to the other wall, then charges backward.<br />
* Goes fullscreen. Air version has slight vertical tracking.<br />
* Wall bounces on Smash hit.<br />
* Air version on ground block ({{clr|5|2H}} > {{clr|5|j.236H}} + assist) leaves Goku at -5 in the air.<br />
A good neutral check that can be solo converted anywhere on screen.<br />
<br />
Not a good idea to use as a reversal as the invul from teleporting comes in too late.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Super God Shock Flash</font>======<br />
{{MoveData<br />
|name=Super God Shock Flash<br />
|input=214L/M/H<br />
|image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption="Hey, what's that on your shirt?"<br />
|image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2='''TICK THROW'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash on the throw.<br />
* Values in [] is if the throw whiffs.<br />
* Can only grab grounded or "grounded-by-proximity" opponents.<br />
* D Smash grab has identical effect to {{clr|2|214L}}.<br />
* After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Stays in place. If the grab whiffs, does a short ranged punch as followup.<br />
* On hit, the grab knocks the opponent away into a SKD, while the punch only launches them.<br />
The only 17f (note: unreactable) command grab that can be converted into a combo with resources. Thought it often can't connect mid-blockstring and requires a microdash.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleports a short distance forward before the grab.<br />
* U Smash hit wall bounces.<br />
The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold {{4}} and walk out of the grab.<br />
<br />
Though, it's almost half the speed of {{clr|2|214L}} and the lack of a follow-up makes it incredibly unsafe.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has the range of 214M and the safe punch of {{clr|2|214L}}.<br />
* U Smash hit wall bounces.<br />
Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than {{clr|3|214M}}.<br />
<br />
This move is currently bugged, dealing 40% blue health and building a tiny bit of meter on Smash hit unlike other EX specials.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Dragon Flash Kick</font>======<br />
{{MoveData<br />
|name=Dragon Flash Kick<br />
|input=j.214L/M/H<br />
|image=DBFZ_SSBGoku_DragonFlashKick.png |caption="Wait a sec... This isn't Flash Kick...!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reels back a tiny bit before diving 45 degree downward.<br />
* Advantage ranges from -1 to -6. {{clr|5|2H}} > {{clr|2|j.214L}} is a true blockstring that leaves Goku at -3 on the ground.<br />
One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension.<br />
<br />
Does slightly more damage than {{clr|5|j.H}} and can combo from {{clr|4|j.S}}, making this move slightly more preferable to {{clr|5|j.H}} in assisted and Vanish combos.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes sliding knockdown.<br />
* Advantage ranges from -1 to -6. {{clr|5|2H}} > {{clr|3|j.214M}} has a gap that beats counter {{clr|5|2H}}, leaves Goku at -3 on the ground.<br />
Goku's anywhere meterless SKD. It's almost always better than {{clr|5|j.H}} as a solo combo ender.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown.<br />
* On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody for a double sideswitch.<br />
* Advantage ranges from -3 to -7. 2H > {{clr|5|j.214H}} is a true blockstring that leaves Goku at -4 in the air.<br />
{{clr|4|j.S}} > {{clr|5|j.214H}} is an okay solo combo ender in case you can't use {{clr|3|j.214M}}, but where this move really shines is as a mixup tool covered by assists.<br />
<br />
After a blocked {{clr|5|j.214H}}, Goku can do a 4-way mixup with empty {{clr|2|2L}}, empty {{clr|2|214L}}, airdash crossup {{clr|4|j.S}}, late airdash same side {{clr|2|j.L}}. However, late airdash {{clr|2|j.L}} while universal is rather hard to pull off, the entire setup requires good blockstun assists and a 2H in the string, so it's susceptible to GC.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Instant Transmission</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=236S or 214S (Air OK)<br />
|image=DBFZ_SSBGoku_InstantTransmission.png |caption=''"Did he just remember he could do that?"''<br />
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2=''"Your father's an idiot."''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236S|subtitle=or j.236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=214S|subtitle=or j.214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, {{clr|4|214S}} goes in front. Uses the direction Goku's facing to determine how he teleports.<br />
* After teleporting, the move still has some vertical tracking to make sure it connects.<br />
* Smash hit causes sliding knockdown.<br />
High risk, decent reward neutral check. It's easily 2H-able if the opponent is ready, but you get some oki if it hits and solo pressure if they block it.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Dragon Flash Kick<br />
|input=Assist A<br />
|image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption=''Actually does something now''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has some horizontal tracking.<br />
* Ground bounce into sliding knockdown on hit.<br />
A screen control assist, cutting through almost everything in neutral. On hit, the ground bounce also enables unique air-to-ground extension unlike most other pop-up assists.<br />
<br />
Can also be used right before a low recovery Super like Bardock and AGohan's 236LM for a SKD they otherwise wouldn't get.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Divine Void Strike<br />
|input=Assist B<br />
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= Original assist<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Deflects Ki Blasts.<br />
* Launches on hit.<br />
Basic strike assist. Good for raw Super Dash + assist. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=Assist C<br />
|image=DBFZ_SSBGoku_InstantTransmission-2.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks the opponent anywhere on screen.<br />
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Extreme Speed Kamehameha</font>======<br />
{{MoveData<br />
|name=Extreme Speed Kamehameha<br />
|input=236L+M or 236H+S (Air OK)<br />
|image=DBFZ_SSBGoku_ExtremeSpeedKamehameha.png |caption=''"You're finished!"''<br />
|image2=DBFZ_SSBGoku_ExtremeSpeedKamehameha-2.png |caption2=''"EYAAAAH!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}- <br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Doing raw, ground version will slightly adjust position for that it hits, air version stays still. <br />
* Mid-combo, both version teleports to the opponent instead, though the angle isn't always the best. Always shows up from the direction Goku's facing.<br />
* Last hit causes sliding knockdown.<br />
* Minimum damage: 75*10 (750).<br />
Similar to SS Goku, he does have safe jump setup from this with j.LL2H > j.236L+M into airdash j.H, but it's not universal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">x10 Kaioken Kamehameha</font>======<br />
{{MoveData<br />
|name=x10 Kaioken Kamehameha<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_SSBGoku_x10KaiokenKamehameha.png |caption='''''"KAIOKEN!"'''''<br />
|image2=DBFZ_SSBGoku_x10KaiokenKamehameha2.png |caption2='''''"I'll finish this right now!"'''''<br />
|image3=DBFZ_SSBGoku_EvolvedAttack.png |caption3='''''"THERE YOU ARE!"'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=x10 Kaioken Kamehameha}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Evolved Attack|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits fullscreen.<br />
* There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick.<br />
* Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659.<br />
Only do the 2 bar extension if you wanna see the cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=157539DBFZ/Fused Zamasu2020-06-06T22:11:52Z<p>24.46.145.190: /* Playstyle */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
{{Bio<br />
| name = Fused Zamasu<br />
| game = DBFZ<br />
| icon = DBFZ_Zamasu_Icon.png<br />
| quote = I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!<br />
| lore = <br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, he would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
|pros=<br />
* '''Flight''': Zamasu's character defining [[DBFZ/Fused_Zamasu#Heaven's Flash|Heaven's Flash]] grants both unique mobility and godly fly/unfly mix-ups.<br />
* '''Great pressure''': Access to both [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgment]] and [[DBFZ/Fused_Zamasu#Wall_of_Light|Orbs]] to extend pressure and make blocking Zamasu scary.<br />
* '''Versatile supers''': Zamasu's [[DBFZ/Fused_Zamasu#Lightning_of_Absolution|Lightning of Absolution]] and [[DBFZ/Fused_Zamasu#Divine_Wrath|Divine Wrath]] supers both do decent damage and are very compatible with as Z change supers.<br />
* '''Solo tick throw setup''': Zamasu is the only character with a solo tick throw setup using his [[DBFZ/Fused_Zamasu#Wall_of_Light|Orbs]].<br />
* '''Cataclysmic damage potential''': [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgement]] can be used multiple times in a combo without affecting scaling, allowing him to deal massive damage.<br />
|cons=<br />
* '''Weak neutral tools''': Struggles in the neutral with a very slow beam type move ([[DBFZ/Fused_Zamasu#Divine_Order|Divine Order]]) and [[DBFZ/Fused_Zamasu#j.S|j.S]] being his only way to contest full screen.<br />
* '''Assist hungry''': Assist basically determine the way Zamasu's game-plan is performed and are his only way setting up [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgment]] without spending bar or spark.<br />
* '''Restrictive solo combos''': Zamasu will need to manage his smash properties to ensure he gets a sliding knockdown by himself, this paired with his assist dependence in the neutral makes it hard to two or even three touch characters.<br />
* '''Resource dependent''': His high damage combos rely on assist or meter and his flight in neutral is only truly threatening when he has 3 bar for [[DBFZ/Fused_Zamasu#Lightning_of_Absolution|Lightning of Absolution]].<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=football kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption=Heel of Shame to counter Vegito's Knee of Justice<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the blades will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The blades obscure Zamasu significantly on the ground, allowing for ambiguous mix-ups while the opponent is locked down.<br />
* Wormholes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be combo'd into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be combo'd into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegito&diff=157304DBFZ/SSB Vegito2020-06-02T17:24:26Z<p>24.46.145.190: /* 2S */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Vegito (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Vegito_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Footsies<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = SSB Vegito<br />
| game = DBFZ<br />
| quote = Alright!<br />
| voice = Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat <br />
| lore = The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".<br />
}}<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|SSB Vegito}} utilizes his deluge of flashy moves to pressure his opponent and uses any window of opportunity to rack up outrageous damage.<br />
| pros= <br />
* Low barrier to entry, with simple BnBs and straight-forward gameplan.<br />
* Solid toolkit, allowing him to adapt to most situations.<br />
* Terrific stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block and the ability to reverse beat many of his normals.<br />
* Amazing buttons, with [[DBFZ/SSB Vegito#5L|5L]] being one of the best of its kind.<br />
* [[DBFZ/SSB Vegito#j.S|j.S]] is a great anti-anti-air that leads into high reward on hit. It's also particularly useful in combos.<br />
* [[DBFZ/SSB Vegito#Atomic Buster|Atomic Buster]] is an all-around fantastic move, acting both as a great anti-air and meterless sliding knockdown.<br />
* Boasts among the highest solo damage in the game with resources.<br />
* Versatile supers that deal good damage and are easy to combo into.<br />
* Solid selection of assists, making him a flexible option during team composition.<br />
| cons= <br />
* High/low mix-up game is basic.<br />
* Fastest normal is 7F, limiting plus frames and opportunities to challenge gaps during blockstrings.<br />
* Cannot naturally put the opponent into the corner from midscreen without spending resources.<br />
* Normals and counter-pokes have high recovery on whiff.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Vegito_5L.png |caption=This normal is a crime against ningens(haters and lovers alike). <br />
|image2=DBFZ_Vegito_5LL.png |caption2=What's that on your face?<br />
|image3=DBFZ_Vegito_5LLL.png |caption3=MAH FIST!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits multiple times, but it's considered to be one hit for scaling purposes.<br />
* Huge range but also huge recovery on whiff.<br />
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.<br />
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen.<br />
* Higher blockstun than other light normals, making a visible delay for 5L > DR on block.<br />
Arguably the best 5L in the game with its combination of long reach, active frames, and being safe on block. If you can space yourself out far enough that only the tip of 5L hits your opponent, there is no light normal in the game outside of itself that can contest with it. Some mediums will be able to contest with it, but if you can get them to press mediums you can frametrap into 5LL and punish them hard.<br />
<br />
Due to his 5L's startup being 7 frames, instead of 6 frames, Vegito will not be able to challenge his opponents whatsoever during +0 situations. So in a case like if 6M is blocked, Vegito will either have to either block or commit to a defensive option, such as 214S or reflect.<br />
<br />
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces airborne opponents.<br />
* Combo and blockstring filler.<br />
The main use of this normal outside of combos is to keep people in check after 5L. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with 5L more easily. It's also a great combo starter, which accentuates it's above usage.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
This move mainly shines in corner combos, as it allows for combos into 214X at high hitstun decay. Other than that you don't want to use it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Vegito_5M.png |caption= Falcon... PAWNCH!!!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L.<br />
5M hits slightly meaty from roundstart position, but not enough to do anything meaningful. You'll mostly be using it for it's jump cancel in combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Vegito_5H.png |caption=Sadly not as spammable as Guile's f.MK<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.<br />
This move has a place in both Midscreen and Corner combos. Midscreen it gives you a rejump combo for high corner carry. In the corner, using a late connect 5H will allow a link into 5L for high damage and possibly a 236L loop setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A point-blank Ki explosion.<br />
* High hitstun, good for corner combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Vegito_2L.png |caption=Look how cool my reverse beat is, guys!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can gatling to and from 5M and 2M.<br />
* Low and throw invulnerable from frame 5, can be used like a makeshift throw tech.<br />
* Scales like a Medium, allowing for high damage.<br />
* Can cancel into SD in blockstring without being 2H'd, but can be reflected. True strings into Vanish.<br />
* 5-frame gap from any normal that is chained into it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Vegito_2M.png |caption=DMs inbound<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L<br />
* Easily Vegito's highest damage starter<br />
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Vegito_2H.png |caption=FLASH KICK!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can hit opponents behind Vegito<br />
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Vegito_2S.png |caption="''I can do this too, you know!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides on Smash hit, launches upward on non-Smash.<br />
* Considered as projectile.<br />
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash. Requires a delay when comboing with Smash otherwise your superdash will shoot straight upwards and the combo will drop.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Vegito_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great hit-box, high probability of kicking away super dashes.<br />
* More risky than other characters, 5L loses to 6f normals and 214S baitable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits about 2 characters away<br />
* Deals more blockstun than 5S<br />
5S and 6S count as different normals<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Vegito_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable waist down<br />
* Great for crossups<br />
* Great tool to jab super dashes<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Vegito_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good air-to-air<br />
* Combo filler<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Vegito_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit wall bounces.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Does not knock down<br />
* Great hitbox<br />
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.<br />
Can also be used to convert in the corner from jh to 5L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Vegito_jS.png |caption= Wanted to show off his massive sword to Zamasu I guess<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches upwards<br />
* Considered as projectile<br />
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Vegito_j2H.png |caption=The knee of justice's successor<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Typical launcher/combo extender<br />
* Easily combos into j.214M for sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Spiral Heel Shot</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption=''"I only need to use my feet to beat you!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The first hit will trigger a kicking sequence on hit and ''clash''<br />
* Smash triggers on the last hit of this sequence<br />
* Non-smash last hit send the opponent flying with decent hitstun<br />
* Air versions slightly track opponents above Vegito<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Whiff version can be used for advanced combos<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Carries momentum on hit<br />
* Smash hit corner bounces<br />
Staple of his corner BnBs.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes big wall bounce, able to followup from midscreen<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Atomic Buster</font>======<br />
{{MoveData<br />
|name=Atomic Buster<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Vegito_AtomicBuster.png |caption=THIS B**** EMPTY...<br />
|image2=DBFZ_Vegito_AtomicBuster2.png |caption2=YEET!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version has Anti-Air property<br />
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels almost vertically<br />
* Causes a soft knockdown<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a sliding knockdown<br />
* Can act as soon as Vegito starts descending<br />
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a ground bounce sliding knockdown, can link into 5L in the corner<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Split Finger Shot</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=236S (Air OK)<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=''"Here's a present for ya!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be super-dashed through<br />
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.<br />
<br />
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.<br />
<br />
There is another version that can be done with 2369S or 2368S, which does the movement at low height then continues the jump, allowing you to peform an air dash to prevent enemies to high recover jump on corners, though it can't be performed on blockstring.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Barrier</font>======<br />
{{MoveData<br />
|name=Barrier<br />
|input=214S<br />
|image=DBFZ_Vegito_Barrier.png |caption="''SHIELDS UP!''"<br />
|image2=DBFZ_Vegito_Barrier2.png |caption2="''HEADS DOWN!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|214S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can counter anything except grabs and supers<br />
* The counter attack is jump cancellable in Sparking<br />
* Can grab multiple times in a combo like 5LLL<br />
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=Assist A<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=THA FINGAH LAZERS<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has low blockstun, can be super-dashed through and out of blockstun<br />
* Very high hitstun, making it very useful durings combos.<br />
* Covers a great distance at an aggressive angle<br />
* Very useful in the corner, as it cover all the places the opponent can go<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=Assist B<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption= L E G S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fantastic on Block, Giving plenty of mix options (as it has a solid 42 frames of block stun.<br />
*Great for combo extensions, Though it is a bit slow, coming out in 35 frames, it still has solid hit stun making it easy to combo off of, even late into combos.<br />
* Be careful as with the slow start up its range is only okay. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Spirit Sword<br />
|input=Assist C<br />
|image=DBFZ_Vegito_jS.png |caption= Probably compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Can be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo. <br />
*In a combo, its an entirely different ball game<br />
* Great tracking<br />
* Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react. <br />
*Does in the area of ~300 damage scaled. <br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Spirit Excalibur</font>======<br />
{{MoveData<br />
|name=Spirit Excalibur<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_Vegito_SpiritExcalibur.png |caption= <br />
|image2=DBFZ_Vegito_SpiritExcalibur2.png |caption2= It's definitely compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does more damage close-range as opposed to far-range<br />
* Hits full screen, dragging the opponent down with the sword<br />
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)<br />
* Minimum damage: 30*4, 750 (870)<br />
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Omega Finishing Blow</font>======<br />
{{MoveData<br />
|name=Omega Finishing Blow<br />
|input=j.236L+M or j.236H+S<br />
|image=DBFZ_Vegito_OmegaFinishingBlow.png |caption="''You can't keep up with me!''"<br />
|image2=DBFZ_Vegito_OmegaFinishingBlow2.png |caption2="''Just look at my speed!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge<br />
* Minimum damage: 300, 440 (740)<br />
* Tracks the opponent<br />
* Can be easily anti-air'd on reaction<br />
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Final Kamehameha</font>======<br />
{{MoveData<br />
|name=Final Kamehameha<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Vegito_FinalKamehameha.png |caption=''"It's the '''biggie!!'''"''<br />
|image2=DBFZ_Vegito_FinalKamehameha2.png |caption2='''''"GO TO HELL!!"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 3 Ki Gauges<br />
* Minimum damage: 1739<br />
* Causes a hard knockdown anywhere on screen<br />
Vegito's level 3. Fast, easy to punish with and combo into. <br />
<br />
The hands enlarge for the cinematic but they forgot to reduce it so for a few frames Vegito has gorilla hands. <br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegito]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegito&diff=157303DBFZ/SSB Vegito2020-06-02T17:24:03Z<p>24.46.145.190: /* Assist C */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Vegito (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Vegito_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Footsies<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = SSB Vegito<br />
| game = DBFZ<br />
| quote = Alright!<br />
| voice = Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat <br />
| lore = The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".<br />
}}<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|SSB Vegito}} utilizes his deluge of flashy moves to pressure his opponent and uses any window of opportunity to rack up outrageous damage.<br />
| pros= <br />
* Low barrier to entry, with simple BnBs and straight-forward gameplan.<br />
* Solid toolkit, allowing him to adapt to most situations.<br />
* Terrific stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block and the ability to reverse beat many of his normals.<br />
* Amazing buttons, with [[DBFZ/SSB Vegito#5L|5L]] being one of the best of its kind.<br />
* [[DBFZ/SSB Vegito#j.S|j.S]] is a great anti-anti-air that leads into high reward on hit. It's also particularly useful in combos.<br />
* [[DBFZ/SSB Vegito#Atomic Buster|Atomic Buster]] is an all-around fantastic move, acting both as a great anti-air and meterless sliding knockdown.<br />
* Boasts among the highest solo damage in the game with resources.<br />
* Versatile supers that deal good damage and are easy to combo into.<br />
* Solid selection of assists, making him a flexible option during team composition.<br />
| cons= <br />
* High/low mix-up game is basic.<br />
* Fastest normal is 7F, limiting plus frames and opportunities to challenge gaps during blockstrings.<br />
* Cannot naturally put the opponent into the corner from midscreen without spending resources.<br />
* Normals and counter-pokes have high recovery on whiff.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Vegito_5L.png |caption=This normal is a crime against ningens(haters and lovers alike). <br />
|image2=DBFZ_Vegito_5LL.png |caption2=What's that on your face?<br />
|image3=DBFZ_Vegito_5LLL.png |caption3=MAH FIST!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits multiple times, but it's considered to be one hit for scaling purposes.<br />
* Huge range but also huge recovery on whiff.<br />
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.<br />
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen.<br />
* Higher blockstun than other light normals, making a visible delay for 5L > DR on block.<br />
Arguably the best 5L in the game with its combination of long reach, active frames, and being safe on block. If you can space yourself out far enough that only the tip of 5L hits your opponent, there is no light normal in the game outside of itself that can contest with it. Some mediums will be able to contest with it, but if you can get them to press mediums you can frametrap into 5LL and punish them hard.<br />
<br />
Due to his 5L's startup being 7 frames, instead of 6 frames, Vegito will not be able to challenge his opponents whatsoever during +0 situations. So in a case like if 6M is blocked, Vegito will either have to either block or commit to a defensive option, such as 214S or reflect.<br />
<br />
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces airborne opponents.<br />
* Combo and blockstring filler.<br />
The main use of this normal outside of combos is to keep people in check after 5L. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with 5L more easily. It's also a great combo starter, which accentuates it's above usage.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
This move mainly shines in corner combos, as it allows for combos into 214X at high hitstun decay. Other than that you don't want to use it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Vegito_5M.png |caption= Falcon... PAWNCH!!!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L.<br />
5M hits slightly meaty from roundstart position, but not enough to do anything meaningful. You'll mostly be using it for it's jump cancel in combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Vegito_5H.png |caption=Sadly not as spammable as Guile's f.MK<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.<br />
This move has a place in both Midscreen and Corner combos. Midscreen it gives you a rejump combo for high corner carry. In the corner, using a late connect 5H will allow a link into 5L for high damage and possibly a 236L loop setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A point-blank Ki explosion.<br />
* High hitstun, good for corner combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Vegito_2L.png |caption=Look how cool my reverse beat is, guys!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can gatling to and from 5M and 2M.<br />
* Low and throw invulnerable from frame 5, can be used like a makeshift throw tech.<br />
* Scales like a Medium, allowing for high damage.<br />
* Can cancel into SD in blockstring without being 2H'd, but can be reflected. True strings into Vanish.<br />
* 5-frame gap from any normal that is chained into it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Vegito_2M.png |caption=DMs inbound<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L<br />
* Easily Vegito's highest damage starter<br />
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Vegito_2H.png |caption=FLASH KICK!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can hit opponents behind Vegito<br />
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Vegito_2S.png |caption="''I can do this too you know!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides on Smash hit, launches upward on non-Smash.<br />
* Considered as projectile.<br />
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash. Requires a delay when comboing with Smash otherwise your superdash will shoot straight upwards and the combo will drop.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Vegito_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great hit-box, high probability of kicking away super dashes.<br />
* More risky than other characters, 5L loses to 6f normals and 214S baitable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits about 2 characters away<br />
* Deals more blockstun than 5S<br />
5S and 6S count as different normals<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Vegito_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable waist down<br />
* Great for crossups<br />
* Great tool to jab super dashes<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Vegito_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good air-to-air<br />
* Combo filler<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Vegito_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit wall bounces.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Does not knock down<br />
* Great hitbox<br />
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.<br />
Can also be used to convert in the corner from jh to 5L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Vegito_jS.png |caption= Wanted to show off his massive sword to Zamasu I guess<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches upwards<br />
* Considered as projectile<br />
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Vegito_j2H.png |caption=The knee of justice's successor<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Typical launcher/combo extender<br />
* Easily combos into j.214M for sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Spiral Heel Shot</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption=''"I only need to use my feet to beat you!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The first hit will trigger a kicking sequence on hit and ''clash''<br />
* Smash triggers on the last hit of this sequence<br />
* Non-smash last hit send the opponent flying with decent hitstun<br />
* Air versions slightly track opponents above Vegito<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Whiff version can be used for advanced combos<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Carries momentum on hit<br />
* Smash hit corner bounces<br />
Staple of his corner BnBs.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes big wall bounce, able to followup from midscreen<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Atomic Buster</font>======<br />
{{MoveData<br />
|name=Atomic Buster<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Vegito_AtomicBuster.png |caption=THIS B**** EMPTY...<br />
|image2=DBFZ_Vegito_AtomicBuster2.png |caption2=YEET!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version has Anti-Air property<br />
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels almost vertically<br />
* Causes a soft knockdown<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a sliding knockdown<br />
* Can act as soon as Vegito starts descending<br />
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a ground bounce sliding knockdown, can link into 5L in the corner<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Split Finger Shot</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=236S (Air OK)<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=''"Here's a present for ya!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be super-dashed through<br />
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.<br />
<br />
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.<br />
<br />
There is another version that can be done with 2369S or 2368S, which does the movement at low height then continues the jump, allowing you to peform an air dash to prevent enemies to high recover jump on corners, though it can't be performed on blockstring.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Barrier</font>======<br />
{{MoveData<br />
|name=Barrier<br />
|input=214S<br />
|image=DBFZ_Vegito_Barrier.png |caption="''SHIELDS UP!''"<br />
|image2=DBFZ_Vegito_Barrier2.png |caption2="''HEADS DOWN!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|214S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can counter anything except grabs and supers<br />
* The counter attack is jump cancellable in Sparking<br />
* Can grab multiple times in a combo like 5LLL<br />
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=Assist A<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=THA FINGAH LAZERS<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has low blockstun, can be super-dashed through and out of blockstun<br />
* Very high hitstun, making it very useful durings combos.<br />
* Covers a great distance at an aggressive angle<br />
* Very useful in the corner, as it cover all the places the opponent can go<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=Assist B<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption= L E G S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fantastic on Block, Giving plenty of mix options (as it has a solid 42 frames of block stun.<br />
*Great for combo extensions, Though it is a bit slow, coming out in 35 frames, it still has solid hit stun making it easy to combo off of, even late into combos.<br />
* Be careful as with the slow start up its range is only okay. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Spirit Sword<br />
|input=Assist C<br />
|image=DBFZ_Vegito_jS.png |caption= Probably compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Can be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo. <br />
*In a combo, its an entirely different ball game<br />
* Great tracking<br />
* Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react. <br />
*Does in the area of ~300 damage scaled. <br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Spirit Excalibur</font>======<br />
{{MoveData<br />
|name=Spirit Excalibur<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_Vegito_SpiritExcalibur.png |caption= <br />
|image2=DBFZ_Vegito_SpiritExcalibur2.png |caption2= It's definitely compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does more damage close-range as opposed to far-range<br />
* Hits full screen, dragging the opponent down with the sword<br />
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)<br />
* Minimum damage: 30*4, 750 (870)<br />
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Omega Finishing Blow</font>======<br />
{{MoveData<br />
|name=Omega Finishing Blow<br />
|input=j.236L+M or j.236H+S<br />
|image=DBFZ_Vegito_OmegaFinishingBlow.png |caption="''You can't keep up with me!''"<br />
|image2=DBFZ_Vegito_OmegaFinishingBlow2.png |caption2="''Just look at my speed!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge<br />
* Minimum damage: 300, 440 (740)<br />
* Tracks the opponent<br />
* Can be easily anti-air'd on reaction<br />
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Final Kamehameha</font>======<br />
{{MoveData<br />
|name=Final Kamehameha<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Vegito_FinalKamehameha.png |caption=''"It's the '''biggie!!'''"''<br />
|image2=DBFZ_Vegito_FinalKamehameha2.png |caption2='''''"GO TO HELL!!"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 3 Ki Gauges<br />
* Minimum damage: 1739<br />
* Causes a hard knockdown anywhere on screen<br />
Vegito's level 3. Fast, easy to punish with and combo into. <br />
<br />
The hands enlarge for the cinematic but they forgot to reduce it so for a few frames Vegito has gorilla hands. <br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegito]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegito&diff=157302DBFZ/SSB Vegito2020-06-02T17:20:45Z<p>24.46.145.190: /* Final Kamehameha */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Vegito (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Vegito_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Footsies<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = SSB Vegito<br />
| game = DBFZ<br />
| quote = Alright!<br />
| voice = Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat <br />
| lore = The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".<br />
}}<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|SSB Vegito}} utilizes his deluge of flashy moves to pressure his opponent and uses any window of opportunity to rack up outrageous damage.<br />
| pros= <br />
* Low barrier to entry, with simple BnBs and straight-forward gameplan.<br />
* Solid toolkit, allowing him to adapt to most situations.<br />
* Terrific stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block and the ability to reverse beat many of his normals.<br />
* Amazing buttons, with [[DBFZ/SSB Vegito#5L|5L]] being one of the best of its kind.<br />
* [[DBFZ/SSB Vegito#j.S|j.S]] is a great anti-anti-air that leads into high reward on hit. It's also particularly useful in combos.<br />
* [[DBFZ/SSB Vegito#Atomic Buster|Atomic Buster]] is an all-around fantastic move, acting both as a great anti-air and meterless sliding knockdown.<br />
* Boasts among the highest solo damage in the game with resources.<br />
* Versatile supers that deal good damage and are easy to combo into.<br />
* Solid selection of assists, making him a flexible option during team composition.<br />
| cons= <br />
* High/low mix-up game is basic.<br />
* Fastest normal is 7F, limiting plus frames and opportunities to challenge gaps during blockstrings.<br />
* Cannot naturally put the opponent into the corner from midscreen without spending resources.<br />
* Normals and counter-pokes have high recovery on whiff.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Vegito_5L.png |caption=This normal is a crime against ningens(haters and lovers alike). <br />
|image2=DBFZ_Vegito_5LL.png |caption2=What's that on your face?<br />
|image3=DBFZ_Vegito_5LLL.png |caption3=MAH FIST!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits multiple times, but it's considered to be one hit for scaling purposes.<br />
* Huge range but also huge recovery on whiff.<br />
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.<br />
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen.<br />
* Higher blockstun than other light normals, making a visible delay for 5L > DR on block.<br />
Arguably the best 5L in the game with its combination of long reach, active frames, and being safe on block. If you can space yourself out far enough that only the tip of 5L hits your opponent, there is no light normal in the game outside of itself that can contest with it. Some mediums will be able to contest with it, but if you can get them to press mediums you can frametrap into 5LL and punish them hard.<br />
<br />
Due to his 5L's startup being 7 frames, instead of 6 frames, Vegito will not be able to challenge his opponents whatsoever during +0 situations. So in a case like if 6M is blocked, Vegito will either have to either block or commit to a defensive option, such as 214S or reflect.<br />
<br />
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces airborne opponents.<br />
* Combo and blockstring filler.<br />
The main use of this normal outside of combos is to keep people in check after 5L. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with 5L more easily. It's also a great combo starter, which accentuates it's above usage.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
This move mainly shines in corner combos, as it allows for combos into 214X at high hitstun decay. Other than that you don't want to use it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Vegito_5M.png |caption= Falcon... PAWNCH!!!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L.<br />
5M hits slightly meaty from roundstart position, but not enough to do anything meaningful. You'll mostly be using it for it's jump cancel in combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Vegito_5H.png |caption=Sadly not as spammable as Guile's f.MK<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.<br />
This move has a place in both Midscreen and Corner combos. Midscreen it gives you a rejump combo for high corner carry. In the corner, using a late connect 5H will allow a link into 5L for high damage and possibly a 236L loop setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A point-blank Ki explosion.<br />
* High hitstun, good for corner combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Vegito_2L.png |caption=Look how cool my reverse beat is, guys!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can gatling to and from 5M and 2M.<br />
* Low and throw invulnerable from frame 5, can be used like a makeshift throw tech.<br />
* Scales like a Medium, allowing for high damage.<br />
* Can cancel into SD in blockstring without being 2H'd, but can be reflected. True strings into Vanish.<br />
* 5-frame gap from any normal that is chained into it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Vegito_2M.png |caption=DMs inbound<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L<br />
* Easily Vegito's highest damage starter<br />
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Vegito_2H.png |caption=FLASH KICK!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can hit opponents behind Vegito<br />
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Vegito_2S.png |caption="''I can do this too you know!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides on Smash hit, launches upward on non-Smash.<br />
* Considered as projectile.<br />
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash. Requires a delay when comboing with Smash otherwise your superdash will shoot straight upwards and the combo will drop.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Vegito_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great hit-box, high probability of kicking away super dashes.<br />
* More risky than other characters, 5L loses to 6f normals and 214S baitable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits about 2 characters away<br />
* Deals more blockstun than 5S<br />
5S and 6S count as different normals<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Vegito_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable waist down<br />
* Great for crossups<br />
* Great tool to jab super dashes<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Vegito_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good air-to-air<br />
* Combo filler<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Vegito_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit wall bounces.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Does not knock down<br />
* Great hitbox<br />
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.<br />
Can also be used to convert in the corner from jh to 5L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Vegito_jS.png |caption= Wanted to show off his massive sword to Zamasu I guess<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches upwards<br />
* Considered as projectile<br />
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Vegito_j2H.png |caption=The knee of justice's successor<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Typical launcher/combo extender<br />
* Easily combos into j.214M for sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Spiral Heel Shot</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption=''"I only need to use my feet to beat you!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The first hit will trigger a kicking sequence on hit and ''clash''<br />
* Smash triggers on the last hit of this sequence<br />
* Non-smash last hit send the opponent flying with decent hitstun<br />
* Air versions slightly track opponents above Vegito<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Whiff version can be used for advanced combos<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Carries momentum on hit<br />
* Smash hit corner bounces<br />
Staple of his corner BnBs.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes big wall bounce, able to followup from midscreen<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Atomic Buster</font>======<br />
{{MoveData<br />
|name=Atomic Buster<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Vegito_AtomicBuster.png |caption=THIS B**** EMPTY...<br />
|image2=DBFZ_Vegito_AtomicBuster2.png |caption2=YEET!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version has Anti-Air property<br />
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels almost vertically<br />
* Causes a soft knockdown<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a sliding knockdown<br />
* Can act as soon as Vegito starts descending<br />
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a ground bounce sliding knockdown, can link into 5L in the corner<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Split Finger Shot</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=236S (Air OK)<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=''"Here's a present for ya!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be super-dashed through<br />
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.<br />
<br />
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.<br />
<br />
There is another version that can be done with 2369S or 2368S, which does the movement at low height then continues the jump, allowing you to peform an air dash to prevent enemies to high recover jump on corners, though it can't be performed on blockstring.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Barrier</font>======<br />
{{MoveData<br />
|name=Barrier<br />
|input=214S<br />
|image=DBFZ_Vegito_Barrier.png |caption="''SHIELDS UP!''"<br />
|image2=DBFZ_Vegito_Barrier2.png |caption2="''HEADS DOWN!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|214S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can counter anything except grabs and supers<br />
* The counter attack is jump cancellable in Sparking<br />
* Can grab multiple times in a combo like 5LLL<br />
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=Assist A<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=THA FINGAH LAZERS<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has low blockstun, can be super-dashed through and out of blockstun<br />
* Very high hitstun, making it very useful durings combos.<br />
* Covers a great distance at an aggressive angle<br />
* Very useful in the corner, as it cover all the places the opponent can go<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=Assist B<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption= L E G S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fantastic on Block, Giving plenty of mix options (as it has a solid 42 frames of block stun.<br />
*Great for combo extensions, Though it is a bit slow, coming out in 35 frames, it still has solid hit stun making it easy to combo off of, even late into combos.<br />
* Be careful as with the slow start up its range is only okay. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Spirit Sword<br />
|input=Assist C<br />
|image=DBFZ_Vegito_jS.png |caption= Probably compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Can Be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo. <br />
*In a Combo, its an entirely different ball game<br />
* Great Tracking<br />
* Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react. <br />
*Does in the area of ~300 damage scaled. <br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Spirit Excalibur</font>======<br />
{{MoveData<br />
|name=Spirit Excalibur<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_Vegito_SpiritExcalibur.png |caption= <br />
|image2=DBFZ_Vegito_SpiritExcalibur2.png |caption2= It's definitely compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does more damage close-range as opposed to far-range<br />
* Hits full screen, dragging the opponent down with the sword<br />
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)<br />
* Minimum damage: 30*4, 750 (870)<br />
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Omega Finishing Blow</font>======<br />
{{MoveData<br />
|name=Omega Finishing Blow<br />
|input=j.236L+M or j.236H+S<br />
|image=DBFZ_Vegito_OmegaFinishingBlow.png |caption="''You can't keep up with me!''"<br />
|image2=DBFZ_Vegito_OmegaFinishingBlow2.png |caption2="''Just look at my speed!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge<br />
* Minimum damage: 300, 440 (740)<br />
* Tracks the opponent<br />
* Can be easily anti-air'd on reaction<br />
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Final Kamehameha</font>======<br />
{{MoveData<br />
|name=Final Kamehameha<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Vegito_FinalKamehameha.png |caption=''"It's the '''biggie!!'''"''<br />
|image2=DBFZ_Vegito_FinalKamehameha2.png |caption2='''''"GO TO HELL!!"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 3 Ki Gauges<br />
* Minimum damage: 1739<br />
* Causes a hard knockdown anywhere on screen<br />
Vegito's level 3. Fast, easy to punish with and combo into. <br />
<br />
The hands enlarge for the cinematic but they forgot to reduce it so for a few frames Vegito has gorilla hands. <br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegito]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegito&diff=157301DBFZ/SSB Vegito2020-06-02T17:20:23Z<p>24.46.145.190: /* Final Kamehameha */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Vegito (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Vegito_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Footsies<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = SSB Vegito<br />
| game = DBFZ<br />
| quote = Alright!<br />
| voice = Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat <br />
| lore = The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".<br />
}}<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|SSB Vegito}} utilizes his deluge of flashy moves to pressure his opponent and uses any window of opportunity to rack up outrageous damage.<br />
| pros= <br />
* Low barrier to entry, with simple BnBs and straight-forward gameplan.<br />
* Solid toolkit, allowing him to adapt to most situations.<br />
* Terrific stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block and the ability to reverse beat many of his normals.<br />
* Amazing buttons, with [[DBFZ/SSB Vegito#5L|5L]] being one of the best of its kind.<br />
* [[DBFZ/SSB Vegito#j.S|j.S]] is a great anti-anti-air that leads into high reward on hit. It's also particularly useful in combos.<br />
* [[DBFZ/SSB Vegito#Atomic Buster|Atomic Buster]] is an all-around fantastic move, acting both as a great anti-air and meterless sliding knockdown.<br />
* Boasts among the highest solo damage in the game with resources.<br />
* Versatile supers that deal good damage and are easy to combo into.<br />
* Solid selection of assists, making him a flexible option during team composition.<br />
| cons= <br />
* High/low mix-up game is basic.<br />
* Fastest normal is 7F, limiting plus frames and opportunities to challenge gaps during blockstrings.<br />
* Cannot naturally put the opponent into the corner from midscreen without spending resources.<br />
* Normals and counter-pokes have high recovery on whiff.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Vegito_5L.png |caption=This normal is a crime against ningens(haters and lovers alike). <br />
|image2=DBFZ_Vegito_5LL.png |caption2=What's that on your face?<br />
|image3=DBFZ_Vegito_5LLL.png |caption3=MAH FIST!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits multiple times, but it's considered to be one hit for scaling purposes.<br />
* Huge range but also huge recovery on whiff.<br />
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.<br />
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen.<br />
* Higher blockstun than other light normals, making a visible delay for 5L > DR on block.<br />
Arguably the best 5L in the game with its combination of long reach, active frames, and being safe on block. If you can space yourself out far enough that only the tip of 5L hits your opponent, there is no light normal in the game outside of itself that can contest with it. Some mediums will be able to contest with it, but if you can get them to press mediums you can frametrap into 5LL and punish them hard.<br />
<br />
Due to his 5L's startup being 7 frames, instead of 6 frames, Vegito will not be able to challenge his opponents whatsoever during +0 situations. So in a case like if 6M is blocked, Vegito will either have to either block or commit to a defensive option, such as 214S or reflect.<br />
<br />
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces airborne opponents.<br />
* Combo and blockstring filler.<br />
The main use of this normal outside of combos is to keep people in check after 5L. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with 5L more easily. It's also a great combo starter, which accentuates it's above usage.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
This move mainly shines in corner combos, as it allows for combos into 214X at high hitstun decay. Other than that you don't want to use it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Vegito_5M.png |caption= Falcon... PAWNCH!!!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L.<br />
5M hits slightly meaty from roundstart position, but not enough to do anything meaningful. You'll mostly be using it for it's jump cancel in combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Vegito_5H.png |caption=Sadly not as spammable as Guile's f.MK<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.<br />
This move has a place in both Midscreen and Corner combos. Midscreen it gives you a rejump combo for high corner carry. In the corner, using a late connect 5H will allow a link into 5L for high damage and possibly a 236L loop setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A point-blank Ki explosion.<br />
* High hitstun, good for corner combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Vegito_2L.png |caption=Look how cool my reverse beat is, guys!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can gatling to and from 5M and 2M.<br />
* Low and throw invulnerable from frame 5, can be used like a makeshift throw tech.<br />
* Scales like a Medium, allowing for high damage.<br />
* Can cancel into SD in blockstring without being 2H'd, but can be reflected. True strings into Vanish.<br />
* 5-frame gap from any normal that is chained into it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Vegito_2M.png |caption=DMs inbound<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L<br />
* Easily Vegito's highest damage starter<br />
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Vegito_2H.png |caption=FLASH KICK!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can hit opponents behind Vegito<br />
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Vegito_2S.png |caption="''I can do this too you know!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides on Smash hit, launches upward on non-Smash.<br />
* Considered as projectile.<br />
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash. Requires a delay when comboing with Smash otherwise your superdash will shoot straight upwards and the combo will drop.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Vegito_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great hit-box, high probability of kicking away super dashes.<br />
* More risky than other characters, 5L loses to 6f normals and 214S baitable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits about 2 characters away<br />
* Deals more blockstun than 5S<br />
5S and 6S count as different normals<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Vegito_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable waist down<br />
* Great for crossups<br />
* Great tool to jab super dashes<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Vegito_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good air-to-air<br />
* Combo filler<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Vegito_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit wall bounces.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Does not knock down<br />
* Great hitbox<br />
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.<br />
Can also be used to convert in the corner from jh to 5L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Vegito_jS.png |caption= Wanted to show off his massive sword to Zamasu I guess<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches upwards<br />
* Considered as projectile<br />
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Vegito_j2H.png |caption=The knee of justice's successor<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Typical launcher/combo extender<br />
* Easily combos into j.214M for sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Spiral Heel Shot</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption=''"I only need to use my feet to beat you!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The first hit will trigger a kicking sequence on hit and ''clash''<br />
* Smash triggers on the last hit of this sequence<br />
* Non-smash last hit send the opponent flying with decent hitstun<br />
* Air versions slightly track opponents above Vegito<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Whiff version can be used for advanced combos<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Carries momentum on hit<br />
* Smash hit corner bounces<br />
Staple of his corner BnBs.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes big wall bounce, able to followup from midscreen<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Atomic Buster</font>======<br />
{{MoveData<br />
|name=Atomic Buster<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Vegito_AtomicBuster.png |caption=THIS B**** EMPTY...<br />
|image2=DBFZ_Vegito_AtomicBuster2.png |caption2=YEET!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version has Anti-Air property<br />
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels almost vertically<br />
* Causes a soft knockdown<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a sliding knockdown<br />
* Can act as soon as Vegito starts descending<br />
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a ground bounce sliding knockdown, can link into 5L in the corner<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Split Finger Shot</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=236S (Air OK)<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=''"Here's a present for ya!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be super-dashed through<br />
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.<br />
<br />
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.<br />
<br />
There is another version that can be done with 2369S or 2368S, which does the movement at low height then continues the jump, allowing you to peform an air dash to prevent enemies to high recover jump on corners, though it can't be performed on blockstring.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Barrier</font>======<br />
{{MoveData<br />
|name=Barrier<br />
|input=214S<br />
|image=DBFZ_Vegito_Barrier.png |caption="''SHIELDS UP!''"<br />
|image2=DBFZ_Vegito_Barrier2.png |caption2="''HEADS DOWN!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|214S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can counter anything except grabs and supers<br />
* The counter attack is jump cancellable in Sparking<br />
* Can grab multiple times in a combo like 5LLL<br />
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=Assist A<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=THA FINGAH LAZERS<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has low blockstun, can be super-dashed through and out of blockstun<br />
* Very high hitstun, making it very useful durings combos.<br />
* Covers a great distance at an aggressive angle<br />
* Very useful in the corner, as it cover all the places the opponent can go<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=Assist B<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption= L E G S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fantastic on Block, Giving plenty of mix options (as it has a solid 42 frames of block stun.<br />
*Great for combo extensions, Though it is a bit slow, coming out in 35 frames, it still has solid hit stun making it easy to combo off of, even late into combos.<br />
* Be careful as with the slow start up its range is only okay. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Spirit Sword<br />
|input=Assist C<br />
|image=DBFZ_Vegito_jS.png |caption= Probably compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Can Be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo. <br />
*In a Combo, its an entirely different ball game<br />
* Great Tracking<br />
* Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react. <br />
*Does in the area of ~300 damage scaled. <br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Spirit Excalibur</font>======<br />
{{MoveData<br />
|name=Spirit Excalibur<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_Vegito_SpiritExcalibur.png |caption= <br />
|image2=DBFZ_Vegito_SpiritExcalibur2.png |caption2= It's definitely compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does more damage close-range as opposed to far-range<br />
* Hits full screen, dragging the opponent down with the sword<br />
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)<br />
* Minimum damage: 30*4, 750 (870)<br />
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Omega Finishing Blow</font>======<br />
{{MoveData<br />
|name=Omega Finishing Blow<br />
|input=j.236L+M or j.236H+S<br />
|image=DBFZ_Vegito_OmegaFinishingBlow.png |caption="''You can't keep up with me!''"<br />
|image2=DBFZ_Vegito_OmegaFinishingBlow2.png |caption2="''Just look at my speed!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge<br />
* Minimum damage: 300, 440 (740)<br />
* Tracks the opponent<br />
* Can be easily anti-air'd on reaction<br />
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Final Kamehameha</font>======<br />
{{MoveData<br />
|name=Final Kamehameha<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Vegito_FinalKamehameha.png |caption=''"It's the '''biggie!!'''"''<br />
|image2=DBFZ_Vegito_FinalKamehameha2.png |caption2='''''"GO TO HELL!!"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 3 Ki Gauges<br />
* Minimum damage: 1739<br />
* Causes a hard knockdown anywhere on screen<br />
Vegito's level 3. Fast, easy to punish with and combo into. <br />
<br />
The hands get bigger for the cinematic but they forgot to reduce it so for a few frames Vegito has gorilla hands. <br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegito]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&diff=157300DBFZ/UI Goku2020-06-02T17:12:07Z<p>24.46.145.190: /* Playstyle */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku (Ultra Instinct)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_UI_Goku_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Zoning, Counter, Defensive<br />
|-<br />
| '''Team Role''' || Any<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
|name=UI Goku<br />
|game=DBFZ<br />
|quote= You don't stand a chance against me.<br />
|voice=Japanese: Masako Nozawa. English: Sean Schemmel <br />
|lore=Pushed to his limits during the Tournament of Power, Goku tapped into this powerful mental state in order to battle Jiren, a technique of such strength that not even a God of Destruction could rival it: Ultra Instinct. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. With his mind and body separated, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone.<br />
}}<br />
<br />
===Ultra Instinct===<br />
Goku (Ultra Instinct) is invulnerable to Ki Blasts while walking forward, starting from frame 4. This is indicated by a short bubble on a successful dodge, similar to 2H against Head attribute attacks or Videl's spotdodge. Since it's a walk, Goku can stop and block at any moment, or cancel it into other moves. This invulnerability goes away the moment he switches to a different action. Seems to have some effect on the options the opponent has out of a Ki Blast, shown [http://twitter.com/CDMangaka/status/1262560153112424448 here].<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|UI Goku}} has incredible neutral but requires solid conditioning for his mixups to be effective. With tools for almost every situation, UI Goku requires good game sense and an ability to read his opponent to be utilized to his fullest potential. <br />
|pros=<br />
* Well rounded toolkit that allows him to adapt to any situation.<br />
* Very powerful neutral thanks to his counters, which can nearly nullify zoning, [[DBFZ/UI Goku#Godly Display|236X]], [[DBFZ/UI Goku#Unencumbered Mind|214X]], and solid buttons. The autododge is a nice cherry on top.<br />
* Bardock-like [[DBFZ/UI Goku#5LL|5LL]] drags opponents down to the ground, allowing for really easy hit confirms.<br />
* Solid pressure overall. [[DBFZ/UI Goku#5L|5L]] has obscene spacing, [[DBFZ/UI Goku#Unencumbered Mind|214X]] allows you to really mess with the opponent's head, and decent frame data.<br />
* Has three lows in a string, two of which can be used for stagger.<br />
* Difficult to approach and pressure thanks to his defensive tools.<br />
* Difficult to zone out, as [[DBFZ/UI Goku#6H|6H]] can instantly end it and reset the situation.<br />
* Great assists, [[DBFZ/UI Goku#Assist A|A Assist]] in particular.<br />
* Multiple options for meterless side-switches.<br />
|cons=<br />
* Reads-based character in a two-touch game, making him very hard to master.<br />
* No 6 frame normal, both [[DBFZ/UI Goku#5L|5L]] and [[DBFZ/UI Goku#2L|2L]] being frame 7 - one frame higher than most of the cast - limiting both his plus frames and ability to challenge gaps in blockstrings.<br />
* High-low mixup game is lacking. Requires conditioning to open anyone up, although his left-right is strong.<br />
* None of his specials except [[DBFZ/UI Goku#Godly Display|236L]] (which switches sides) can true blockstring from any of his normals, meaning strings can only safely end at [[DBFZ/UI Goku#5M|5M]]. This furthers UI Goku's need for conditioning and mix-ups.<br />
* A little resource hungry in order to make his options safe.<br />
* Virtually nonexistent level 3 okizeme<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_UIGoku_5L.png |caption=eSports normal<br />
|image2=DBFZ_UIGoku_5LL.png |caption2=eSports normal<br />
|image3=DBFZ_UIGoku_5LLL.png |caption3=grab normal<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Huge range.<br />
* Range is accentuated with 5LL, which groundbounces and tracks opponents for super easy confirms.<br />
* Goku gets pushed back some distance if blocked, out of range of most normals.<br />
* 5L > 2L (whiff) is actually 2 frames better on block (being -7).<br />
<br />
Slower than average jab, but definitely makes up for it's lack of speed. UI Goku doesn't have a 6f button and has to rely on his counters during clashes.<br />
The range on this is not to be understated, most of the cast can't punish UI Goku if he staggers with this despite its frame data due to the pushback on block. The ones that can punish can still be beaten with spacing. The hitbox is massive, which will lead to this move beating out a lot more than it really should. The only 7f button it loses to in a 0-on-block situation is Z Broly.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces on hit.<br />
* Tracks horizontally for about half screen.<br />
* Fastest startup is 26f if done raw.<br />
<br />
Because of it's slow speed and low crush, a delayed 5LL can be used as a fake Dragon Rush once the opponent is conditioned to look for a gap after 5L. This move is amazing and it just catches people because of all its weird properties. The cursed moves keep coming.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switch on hit.<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
<br />
Some low-blockstun assists like Trunks A/Base Vegeta A may allow for tick throws, which can be made into a 50/50 if 2M is used instead of 5LLL. Useful in vanish combos sometimes because of it's side-swap properties.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_UIGoku_5M.png |caption=<br />
|image2=DBFZ_UIGoku_5M2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both hits can be jump canceled.<br />
* Second hit counts toward scaling mid-combo.<br />
The second hit kills your combo damage but is great for blockstrings. Forms a basic mixup between 5M(2) and 5M(1) > 6M. Once you can get them to block, then you can start to use 214L/M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_UIGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit has good corner carry, launches more upwards than other 5H's like SBroly's 5H.<br />
<br />
This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_UIGoku_5S.png |caption=a zoner that counters other zoners<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam properties.<br />
* On hit, automatically shoots 3 extra blast and causes a wall bound. Goku can only cancel the first or the last hit.<br />
Chains from M/H normals will have a 6-frame gap, but the wallbounce makes it a trade in your favor. Off of said trade, you can connect a 5L in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_UIGoku_2L.png |caption=Blursed normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 2L slides forward a bit, 2LL stays in place.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_UIGoku_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit.<br />
* Hits from round start distance.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_UIGoku_2H.png |caption=Vans: off the wall<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on the second hit if the first hit landed.<br />
* Second hit always whiffs on crouchers.<br />
* Can combo into superdash in the corner even if smash has already been used<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_UIGoku_2S.png |caption="Neutral? What's that?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam properties.<br />
* Wall bounces on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_UIGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead<br />
* Can cancel from the first hit of 5M for an easy high/low mixup, though it isn't true and is reactable. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=Secret Sensation<br />
|image=DBFZ_UIGoku_6H.png |caption=<br />
|image2=DBFZ_UIGoku_6H2.png |caption2=Chacha real smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|6H Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Counter}}<br />
{{#lst:{{PAGENAME}}/Data|6H Counter}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Command dodge for everything but throws and Supers. [http://twitter.com/rafestation/status/1262819326752706562 Sometimes counters throws anyway if you have throw invulnerability].<br />
* On successful activation, Goku will slide behind the opponent allowing for immediate followups. If the opponent is grounded, he'll stay grounded, and if they're airborne, he'll also become airborne.<br />
* Air counter recovers faster than ground counter. Counters have 2f of lingering full invul after recovery if you choose to stand still.<br />
* Frame advantage varies depending on the distance between UI Goku and his target. Demonstration [https://twitter.com/HoudeaniHD/status/1262577677384515586 here.]<br />
<br />
Advantage is dependent on what is countered and the distance from it. For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. In general, anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L. UI Goku can also always defer to block regardless of any attack that was countered. Although this can mean you forfeit neutral if the opponent presses buttons, you can also opt for his multiple invincible options if they do decide to challenge.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|input=Shining Soul<br />
|image=DBFZ_UIGoku_6S.png |caption= "When the world needed him most, he vanished."<br />
|image2=DBFZ_UIGoku_6S2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out.<br />
* The spinning portion are strike attacks.<br />
* Shot Ki Blasts wall bounds on hit.<br />
Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like midscreen 6S > SD.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_UIGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has an alternate animation for a follow-up j.4L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_UIGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_UIGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
* Still sets up a sliding knockdown without smash because of 214L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_UIGoku_jS.png |caption= DISRUPTAH<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 5S but in the air, which allows for a ton of horizontal airspace control.<br />
* Combos into superdash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_UIGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pushes Goku up and forward.<br />
* Smash hit has more hitstun and combos into SD.<br />
Can combo into j.L on Smash hit like Kefla or delay SD afterwards to side switch like Kid Buu.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Godly Display</font>======<br />
{{MoveData<br />
|name=Godly Display<br />
|input=236L/M/H<br />
|image=DBFZ_UIGoku_GodlyDisplay.png |caption=on block/whiff<br />
|image2=DBFZ_UIGoku_GodlyDisplay2.png |caption2=on hit<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hitgrab that sides switches on hit or block.<br />
* [http://twitter.com/GoofyHatMatt/status/1262625724151681029 Could be useful as an anti-reflect tool.]<br />
No version true strings from any normals except Ki Blasts (which by themselves don't string).<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes half screen.<br />
* Smash hit wall bounds.<br />
Could be good after Combo DR when routing into supers, as it sideswitches to counter the sideswitch of his base level 1 and level 3. However, using his level 3 afterwards will leave you midscreen. You can use it somewhat similarly to how Kefla uses 214S, as a crossup with a fast assist.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes full screen.<br />
* Smash hit wall bounds.<br />
[http://twitter.com/theZeemesh/status/1262576815262044160 Can be used as a way to get through beams,] but is too slow to do on reaction.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes 80% of the screen.<br />
* Smash hit wall bounces.<br />
Plus enough on hit to whiff Sparking activation and still combo with 5L OR 2M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Autonomous Fist</font>======<br />
{{MoveData<br />
|name=Autonomous Fist<br />
|input=j.236L/M/H<br />
|image=DBFZ_UIGoku_AutonomousFist.png |caption=oraoraoraoraoraoraoraoraora<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Halts all momentum and moves slightly forward.<br />
* If any of the hits landed, will automatically followup with a few extra hits.<br />
* All hits can be cancelled. Smash on the last hit only.<br />
All versions can be used to challenge superdash better than regular normals can, as they can be better in anticipation/reaction due to their start-up and active frames.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Soft knockdown.<br />
Used for assist extension. The fast startup also allows it to combo from j.LL2H with autocombo boost.<br />
<br />
If you don't have an assist that allows j.LLL > j.214L + Assist, DR due to it being a pop up assist, you can go for j.LL2H > j.236L + Assist, DR instead and it'll deal the same damage. '''2H (1) > j.236L''' is his only gapless string ender, but it's unsafe at -7. Solo it's better to route into j.214S. This move can actually link into j.214L if it's done high enough up in the air.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
In combos, '''j.M > j.236M''' is an anywhere sliding knockdown at low hitstun decay. Not all that useful because '''j.H > j.214L''' works more reliably at high hitstun decay, but there are heights where '''j.H > j.214L''' will not work. It doesn't do that much damage compared to j.H > j.214L anyway, so you'll usually do this if you've exhausted all of your SKD options and just want to get them on the ground (such as after a Vanish).<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switches on the last hit.<br />
* Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unencumbered Mind</font>======<br />
{{MoveData<br />
|name=Unencumbered Mind<br />
|input=214[L/M/H]<br />
|image=DBFZ_UIGoku_UnencumberedMind.png |caption="Ultra Demon Flip!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=[L]}}<br />
{{#lst:{{PAGENAME}}/Data|214[L]}}<br />
{{!}}-<br />
{{AttackVersion|name=[M]}}<br />
{{#lst:{{PAGENAME}}/Data|214[M]}}<br />
{{!}}-<br />
{{AttackVersion|name=[H]}}<br />
{{#lst:{{PAGENAME}}/Data|214[H]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku front flips around before ending with a dash toward the opponent.<br />
* M and H versions can crossup, autocorrect, and even steal the corner.<br />
* During flips, pressing L/M/H/S will do the corresponding follow-up.<br />
* Is invincible to '''''all''''' projectiles during flips, including Supers.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Godly Strike</font>======<br />
{{MoveData<br />
|name=Godly Strike<br />
|input=214L (Air OK) or<br/>Unencumbered Mind > L<br />
|image=DBFZ_UIGoku_GodlyStrike.png |caption=the most powerful Woah of all time<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > L}}<br />
{{#lst:{{PAGENAME}}/Data|214XL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Doesn't overshoot the opponent.<br />
* Ground version can autocorrect, air version can't.<br />
* Air version teleports to the ground. When the opponent is in untech time, it will also have reduced startup, better tracking, and will wait till they are in range before attacking.<br />
* Smash hit causes a sliding knockdown.<br />
Plus 3 on block, but 7f 5L/2L means it's equal to +2 with most other characters (your opponent can still backdash midscreen). Combos into level 3 without Smash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Transcendence</font>======<br />
{{MoveData<br />
|name=Transcendence<br />
|input=214M (Air OK) or<br/>Unencumbered Mind > M<br />
|image=DBFZ_UIGoku_Transcendence.png |caption=make them cry for getting hit by a 31f grab<br />
|image2=DBFZ_UIGoku_Transcendence2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > M}}<br />
{{#lst:{{PAGENAME}}/Data|214XM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Autocorrects if he overshoots the opponent.<br />
* Air version teleports to the ground.<br />
* Smash hit switches sides, wall bounds. Ends on the same side you started on if you just did 214M.<br />
* Cannot hit airborne opponents, even mid-combos.<br />
* Can combo without meter in the corner.<br />
This is your prime conditioning tool. Once you make them block, use this to make them antsy again so you can frametrap them to death.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Embodied Light</font>======<br />
{{MoveData<br />
|name=Embodied Light<br />
|input=214H (Air OK) or<br/>Unencumbered Mind > H<br />
|image=DBFZ_UIGoku_EmbodiedLight.png |caption=<br />
|image2=DBFZ_UIGoku_EmbodiedLight2.png |caption2='''GRANDPA SAID NO MASHING'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > H}}<br />
{{#lst:{{PAGENAME}}/Data|214XH}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits directly in front of Goku.<br />
* Smash hit causes a crumple state on grounded opponent, wall bounds airborne opponent. Non-Smash launches them forward.<br />
* When used from Unencumbered Mind, it can easily blow through beam level 3's due to there not being a gap in the invincibility.<br />
* Sets up a restand on hit, making it a unique tool.<br />
<br />
Useful for a lot of things. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to 2H you out of it, as you can do it very late into a 2H and still hit them. Can be used as a psudeo-Vanish of sorts during blockstrings due to it costing less meter and having a bigger reward on hit, being able to escape gaps that are larger than 4F. This isn't a move you can just throw out mindlessly due to it's forced landing recovery of 10f, but used correctly it can be a huge opener for UI Goku.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S or 214S (Air OK) or<br/>Unencumbered Mind > S<br />
|image=DBFZ_UIGoku_Kamehameha.png |caption=the anti-beam beam<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > S}}<br />
{{#lst:{{PAGENAME}}/Data|214XS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* 236S flips forward, 214S flips backwards.<br />
* 214X~S version can cross up, even in the corner. It's also safer on reflect than normal block at -3.<br />
* Projectile invulnerability lends this to be a good beam counterpoke.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Rising Heat</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=22S<br />
|image=DBFZ_UIGoku_RisingHeat.png |caption=<br />
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=JAM SESSION<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|22S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A reversal that stays grounded. Thus can be canceled into 236H+S or Vanish though both are completely reactable.<br />
Does not use Smash, so Held Vanish combos can be extended with Upwards-type Smash.<br />
<br />
Useful as combo filler after a Combo DR, enabling easy conversions into his Level 1 super. Good combo filler in general because of its high damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unrestrained Will</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=[L+M] after recovery<br />
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=GO1 uses this so it must be good, right?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Recovery [L+M]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Homes in on the opponent until frame 20 before punching straight forward. Goku attacks from the direction he was facing after teching.<br />
* Smash hit causes a sliding knockdown.<br />
* Works after any ground tech, air tech and DR tech. Doesn't work on grounded hitstun and snapback. Works on ''hard knockdowns.''<br />
Insane tracking, but is super negative on block, cannot call assists, and can be anti-air'd on reaction. [http://twitter.com/HoudeaniHD/status/1262567442867539968 UI Goku can also be safely meatied with lights,] so 22S is better to use on the ground if possible.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=Assist A<br />
|image=DBFZ_UIGoku_RisingHeat.png |caption=<br />
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=CAPTAIN CORRIDOR<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Hits all the way to the top of the screen.<br />
*Huge amount of hitstun, low amount of blockstun.<br />
While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. Doing things like L Rebellion Spear with Bardock on block is difficult due to where UI Goku teleports in, but the hitstun and height of the hitbox helps characters that struggle to get sliding knockdowns. With proper timing, Trunks can connect j.S > j.236M midscreen as an example.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist B<br />
|image=DBFZ_UIGoku_Kamehameha.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Goes fullscreen.<br />
*Launches at a very combo-friendly angle.<br />
*Slower than the average beam assist, comparable to Cell's.<br />
This could be good if it retains the Unencumbered Mind version's projectile invulnerability, but that hasn't been tested yet. Assist A is better in a lot of ways however, leaving this beam assist feeling somewhat underwhelming due to how slow it is for what feels like not that much reward both on block and on hit. There's much better beams in the game, but if you absolutely 100% need a beam assist and do not want to change your team, this is an alright option.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=Assist C<br />
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Tracking C Assist.<br />
Outshined by his other assists. Tracking is good to have for a C assist, but it should have been a blockstun C assist like A21's in order to compete with his A assist.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Accelerating Battle Spirit</font>======<br />
{{MoveData<br />
|name=Accelerating Battle Spirit<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_UIGoku_AcceleratingBattleSpirit.png |caption=*teleports behind u*<br />
|image2=DBFZ_UIGoku_AcceleratingBattleSpirit2.png |caption2='''''"FALCON..."'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 750. Slightly below average.<br />
* Teleports behind the opponent.<br />
* Startup reduced if the opponent is in any hitstun.<br />
}}<br />
{{AttackVersion|name=Unpolished Instinct|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 506 (1256 total). Above average damage for double lvl1's.<br />
* Switches sides back.<br />
* Can be used to combo into Base Goku's Super Spirit Bomb.<br />
}} <br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Guiding Impulse</font>======<br />
{{MoveData<br />
|name=Guiding Impulse<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_UIGoku_GuidingImpulse.png |caption=Have you seen the man with seven scars?<br />
|image2=DBFZ_UIGoku_GuidingImpulse2.png |caption2=No matter you're dead because you tried to punish my DP<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reversal super, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching.<br />
* On a close-range hit, UI Goku acts instantly and punishes the opponent without a chance to escape.<br />
* If hit from a range or with a projectile, UI Goku will warp to the opponent's position and mercifully give them a brief window to save themselves.<br />
Don't think of this as much as a reversal as it is a tool to keep other things safe. Like mentioned before, cancelling into this from 22S will catch an opponent punishing you with a strike, but it can also be used to catch a panic vanish after a 6H that puts you airborne (which will happen a lot).<br />
It can trigger on assists as well.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Silver Dragon Flash</font>======<br />
{{MoveData<br />
|name=Silver Dragon Flash<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_UIGoku_SilverDragonFlash.png |caption="Anyone who hurts my friends..."<br />
|image2=DBFZ_UIGoku_SilverDragonFlash2.png |caption2="'''IS GONNA PAY!'''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 1758, same as SSJ Goku.<br />
* +38 on hit, same as Bardock. Leaves you almost fullscreen, limiting okizeme.<br />
* Charges full screen forward. Ground version tracks vertically during startup.<br />
* Switches sides on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=157299DBFZ/Fused Zamasu2020-06-02T17:09:56Z<p>24.46.145.190: /* Blades of Judgment */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
{{Bio<br />
| name = Fused Zamasu<br />
| game = DBFZ<br />
| icon = DBFZ_Zamasu_Icon.png<br />
| quote = I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!<br />
| lore = <br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, he would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
|pros=<br />
* Flight grants both unique mobility and ungodly pressure thanks to fly/unfly mix-ups.<br />
* Access to orbs allows for prolonged pressure.<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter.<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setplay with orbs, Blades of Judgment, and assists.<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* Cataclysmic damage potential, capable with most assists.<br />
|cons=<br />
* Loses his Orbs whenever he's forced to block.<br />
* Struggles against beams as his only beam-esque projectile is very slow.<br />
* Has to manage his Smash very carefully to ensure good knockdown.<br />
* Relies on assists to back him up as most of his specials are unsafe or slow.<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=football kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption=Heel of Shame to counter Vegito's Knee of Justice<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the blades will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The blades obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Wormholes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=157298DBFZ/Fused Zamasu2020-06-02T17:09:32Z<p>24.46.145.190: /* Blades of Judgment */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
{{Bio<br />
| name = Fused Zamasu<br />
| game = DBFZ<br />
| icon = DBFZ_Zamasu_Icon.png<br />
| quote = I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!<br />
| lore = <br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, he would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
|pros=<br />
* Flight grants both unique mobility and ungodly pressure thanks to fly/unfly mix-ups.<br />
* Access to orbs allows for prolonged pressure.<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter.<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setplay with orbs, Blades of Judgment, and assists.<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* Cataclysmic damage potential, capable with most assists.<br />
|cons=<br />
* Loses his Orbs whenever he's forced to block.<br />
* Struggles against beams as his only beam-esque projectile is very slow.<br />
* Has to manage his Smash very carefully to ensure good knockdown.<br />
* Relies on assists to back him up as most of his specials are unsafe or slow.<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=football kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption=Heel of Shame to counter Vegito's Knee of Justice<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the blades will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The blades obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Worm holes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=157297DBFZ/Fused Zamasu2020-06-02T17:09:09Z<p>24.46.145.190: /* Divine Wrath */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
{{Bio<br />
| name = Fused Zamasu<br />
| game = DBFZ<br />
| icon = DBFZ_Zamasu_Icon.png<br />
| quote = I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!<br />
| lore = <br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, he would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
|pros=<br />
* Flight grants both unique mobility and ungodly pressure thanks to fly/unfly mix-ups.<br />
* Access to orbs allows for prolonged pressure.<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter.<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setplay with orbs, Blades of Judgment, and assists.<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* Cataclysmic damage potential, capable with most assists.<br />
|cons=<br />
* Loses his Orbs whenever he's forced to block.<br />
* Struggles against beams as his only beam-esque projectile is very slow.<br />
* Has to manage his Smash very carefully to ensure good knockdown.<br />
* Relies on assists to back him up as most of his specials are unsafe or slow.<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=football kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption=Heel of Shame to counter Vegito's Knee of Justice<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the blades will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Worm holes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=157296DBFZ/Fused Zamasu2020-06-02T17:04:04Z<p>24.46.145.190: /* Overview */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
{{Bio<br />
| name = Fused Zamasu<br />
| game = DBFZ<br />
| icon = DBFZ_Zamasu_Icon.png<br />
| quote = I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!<br />
| lore = <br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, he would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
|pros=<br />
* Flight grants both unique mobility and ungodly pressure thanks to fly/unfly mix-ups.<br />
* Access to orbs allows for prolonged pressure.<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter.<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setplay with orbs, Blades of Judgment, and assists.<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* Cataclysmic damage potential, capable with most assists.<br />
|cons=<br />
* Loses his Orbs whenever he's forced to block.<br />
* Struggles against beams as his only beam-esque projectile is very slow.<br />
* Has to manage his Smash very carefully to ensure good knockdown.<br />
* Relies on assists to back him up as most of his specials are unsafe or slow.<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=football kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption=Heel of Shame to counter Vegito's Knee of Justice<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the lightning will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Worm holes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&diff=156486DBFZ/UI Goku2020-05-26T18:58:58Z<p>24.46.145.190: /* Accelerating Battle Spirit */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku (Ultra Instinct)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_UI_Goku_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Zoning, Counter, Defensive<br />
|-<br />
| '''Team Role''' || Any<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
|name=UI Goku<br />
|game=DBFZ<br />
|quote= You don't stand a chance against me.<br />
|voice=Japanese: Masako Nozawa. English: Sean Schemmel <br />
|lore=Pushed to his limits during the Tournament of Power, Goku tapped into this powerful mental state in order to battle Jiren, a technique of such strength that not even a God of Destruction could rival it: Ultra Instinct. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. With his mind and body separated, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone.<br />
}}<br />
<br />
===Ultra Instinct===<br />
Goku (Ultra Instinct) is invulnerable to Ki Blasts while walking forward, starting from frame 4. This is indicated by a short bubble on a successful dodge, similar to 2H against Head attribute attacks or Videl's spotdodge. Since it's a walk, Goku can stop and block at any moment, or cancel it into other moves. This invulnerability goes away the moment he switches to a different action. Seems to have some effect on the options the opponent has out of a Ki Blast, shown [http://twitter.com/CDMangaka/status/1262560153112424448 here].<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|UI Goku}} has incredible neutral but requires solid conditioning for his mixups to be effective. With tools for almost every situation, UI Goku requires good game sense and an ability to read his opponent to be utilized to his fullest potential. <br />
|pros=<br />
* Well rounded toolkit that allows him to adapt to any situation.<br />
* Very powerful neutral thanks to his counters, which can nearly nullify zoning, [[DBFZ/UI Goku#Godly Display|236X]], [[DBFZ/UI Goku#Unencumbered Mind|214X]], and solid buttons. The autododge is a nice cherry on top.<br />
* Bardock-like [[DBFZ/UI Goku#5LL|5LL]] drags opponents down to the ground, allowing for really easy hit confirms.<br />
* Solid pressure overall. [[DBFZ/UI Goku#5L|5L]] has obscene spacing, [[DBFZ/UI Goku#Unencumbered Mind|214X]] allows you to really mess with the opponent's head, and decent frame data.<br />
* Has three lows in a string, two of which can be used for stagger.<br />
* Difficult to approach and pressure thanks to his defensive tools.<br />
* Difficult to zone out, as [[DBFZ/UI Goku#6H|6H]] can instantly end it and reset the situation.<br />
* Great assists, [[DBFZ/UI Goku#Assist A|A Assist]] in particular.<br />
* Multiple options for meterless side-switches.<br />
|cons=<br />
* Reads-based character in a two-touch game, making him very hard to master.<br />
* No 6 frame normal, both [[DBFZ/UI Goku#5L|5L]] and [[DBFZ/UI Goku#2L|2L]] being frame 7 - one frame higher than most of the cast - limiting both his plus frames and ability to challenge gaps in blockstrings.<br />
* High-low mixup game is lacking. Requires conditioning to open anyone up, although his left-right is strong.<br />
* None of his specials except [[DBFZ/UI Goku#Godly Display|236L]] (which switches sides) can true blockstring from any of his normals, meaning strings can only safely end at [[DBFZ/UI Goku#5M|5M]]. This furthers UI Goku's need for conditioning and mix-ups.<br />
* A little resource hungry in order to make his options safe.<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_UIGoku_5L.png |caption=eSports normal<br />
|image2=DBFZ_UIGoku_5LL.png |caption2=eSports normal<br />
|image3=DBFZ_UIGoku_5LLL.png |caption3=grab normal<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Huge range.<br />
* Range is accentuated with 5LL, which groundbounces and tracks opponents for super easy confirms.<br />
* Goku gets pushed back some distance if blocked, out of range of most normals.<br />
* 5L > 2L (whiff) is actually 2 frames better on block (being -7).<br />
<br />
Slower than average jab, but definitely makes up for it's lack of speed. UI Goku doesn't have a 6f button and has to rely on his counters during clashes.<br />
The range on this is not to be understated, most of the cast can't punish UI Goku if he staggers with this despite its frame data due to the pushback on block. The ones that can punish can still be beaten with spacing. The hitbox is massive, which will lead to this move beating out a lot more than it really should. The only 7f button it loses to in a 0-on-block situation is Z Broly.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces on hit.<br />
* Tracks horizontally for about half screen.<br />
* Fastest startup is 26f if done raw.<br />
<br />
Because of it's slow speed and low crush, a delayed 5LL can be used as a fake Dragon Rush once the opponent is conditioned to look for a gap after 5L. This move is amazing and it just catches people because of all its weird properties. The cursed moves keep coming.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switch on hit.<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
<br />
Some low-blockstun assists like Trunks A/Base Vegeta A may allow for tick throws, which can be made into a 50/50 if 2M is used instead of 5LLL. Useful in vanish combos sometimes because of it's side-swap properties.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_UIGoku_5M.png |caption=<br />
|image2=DBFZ_UIGoku_5M2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both hits can be jump canceled.<br />
* Second hit counts toward scaling mid-combo.<br />
The second hit kills your combo damage but is great for blockstrings. Forms a basic mixup between 5M(2) and 5M(1) > 6M. Once you can get them to block, then you can start to use 214L/M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_UIGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit has good corner carry, launches more upwards than other 5H's like SBroly's 5H.<br />
<br />
This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_UIGoku_5S.png |caption=a zoner that counters other zoners<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam properties.<br />
* On hit, automatically shoots 3 extra blast and causes a wall bound. Goku can only cancel the first or the last hit.<br />
Chains from M/H normals will have a 6-frame gap, but the wallbounce makes it a trade in your favor. Off of said trade, you can connect a 5L in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_UIGoku_2L.png |caption=Blursed normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 2L slides forward a bit, 2LL stays in place.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_UIGoku_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit.<br />
* Hits from round start distance.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_UIGoku_2H.png |caption=Vans: off the wall<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on the second hit if the first hit landed.<br />
* Second hit always whiffs on crouchers.<br />
* Can combo into superdash in the corner even if smash has already been used<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_UIGoku_2S.png |caption="Neutral? What's that?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam properties.<br />
* Wall bounces on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_UIGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead<br />
* Can cancel from the first hit of 5M for an easy high/low mixup, though it isn't true and is reactable. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=Secret Sensation<br />
|image=DBFZ_UIGoku_6H.png |caption=<br />
|image2=DBFZ_UIGoku_6H2.png |caption2=Chacha real smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|6H Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Counter}}<br />
{{#lst:{{PAGENAME}}/Data|6H Counter}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Command dodge for everything but throws and Supers. [http://twitter.com/rafestation/status/1262819326752706562 Sometimes counters throws anyway if you have throw invulnerability].<br />
* On successful activation, Goku will slide behind the opponent allowing for immediate followups. If the opponent is grounded, he'll stay grounded, and if they're airborne, he'll also become airborne.<br />
* Air counter recovers faster than ground counter. Counters have 2f of lingering full invul after recovery if you choose to stand still.<br />
* Frame advantage varies depending on the distance between UI Goku and his target. Demonstration [https://twitter.com/HoudeaniHD/status/1262577677384515586 here.]<br />
<br />
Advantage is dependent on what is countered and the distance from it. For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. In general, anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L. UI Goku can also always defer to block regardless of any attack that was countered. Although this can mean you forfeit neutral if the opponent presses buttons, you can also opt for his multiple invincible options if they do decide to challenge.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|input=Shining Soul<br />
|image=DBFZ_UIGoku_6S.png |caption= "When the world needed him most, he vanished."<br />
|image2=DBFZ_UIGoku_6S2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out.<br />
* The spinning portion are strike attacks.<br />
* Shot Ki Blasts wall bounds on hit.<br />
Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like midscreen 6S > SD.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_UIGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has an alternate animation for a follow-up j.4L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_UIGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_UIGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
* Still sets up a sliding knockdown without smash because of 214L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_UIGoku_jS.png |caption= DISRUPTAH<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 5S but in the air, which allows for a ton of horizontal airspace control.<br />
* Combos into superdash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_UIGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pushes Goku up and forward.<br />
* Smash hit has more hitstun and combos into SD.<br />
Can combo into j.L on Smash hit like Kefla or delay SD afterwards to side switch like Kid Buu.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Godly Display</font>======<br />
{{MoveData<br />
|name=Godly Display<br />
|input=236L/M/H<br />
|image=DBFZ_UIGoku_GodlyDisplay.png |caption=on block/whiff<br />
|image2=DBFZ_UIGoku_GodlyDisplay2.png |caption2=on hit, "skidaddle skidoodle, I fucking rekt the neutral"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hitgrab that sides switches on hit or block.<br />
* [http://twitter.com/GoofyHatMatt/status/1262625724151681029 Could be useful as an anti-reflect tool.]<br />
No version true strings from any normals except Ki Blasts (which by themselves don't string).<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes half screen.<br />
* Smash hit wall bounds.<br />
Could be good after Combo DR when routing into supers, as it sideswitches to counter the sideswitch of his base level 1 and level 3. However, using his level 3 afterwards will leave you midscreen. You can use it somewhat similarly to how Kefla uses 214S, as a crossup with a fast assist.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes full screen.<br />
* Smash hit wall bounds.<br />
[http://twitter.com/theZeemesh/status/1262576815262044160 Can be used as a way to get through beams,] but is too slow to do on reaction.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes 80% of the screen.<br />
* Smash hit wall bounces.<br />
Plus enough on hit to whiff Sparking activation and still combo with 5L OR 2M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Autonomous Fist</font>======<br />
{{MoveData<br />
|name=Autonomous Fist<br />
|input=j.236L/M/H<br />
|image=DBFZ_UIGoku_AutonomousFist.png |caption=oraoraoraoraoraoraoraoraora<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Halts all momentum and moves slightly forward.<br />
* If any of the hits landed, will automatically followup with a few extra hits.<br />
* All hits can be cancelled. Smash on the last hit only.<br />
All versions can be used to challenge superdash better than regular normals can, as they can be better in anticipation/reaction due to their start-up and active frames.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Soft knockdown.<br />
Used for assist extension. The fast startup also allows it to combo from j.LL2H with autocombo boost.<br />
<br />
If you don't have an assist that allows j.LLL > j.214L + Assist, DR due to it being a pop up assist, you can go for j.LL2H > j.236L + Assist, DR instead and it'll deal the same damage. '''2H (1) > j.236L''' is his only gapless string ender, but it's unsafe at -7. Solo it's better to route into j.214S. This move can actually link into j.214L if it's done high enough up in the air.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
In combos, '''j.M > j.236M''' is an anywhere sliding knockdown at low hitstun decay. Not all that useful because '''j.H > j.214L''' works more reliably at high hitstun decay, but there are heights where '''j.H > j.214L''' will not work.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switches on the last hit.<br />
* Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unencumbered Mind</font>======<br />
{{MoveData<br />
|name=Unencumbered Mind<br />
|input=214[L/M/H]<br />
|image=DBFZ_UIGoku_UnencumberedMind.png |caption="Ultra Demon Flip!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=[L]}}<br />
{{#lst:{{PAGENAME}}/Data|214[L]}}<br />
{{!}}-<br />
{{AttackVersion|name=[M]}}<br />
{{#lst:{{PAGENAME}}/Data|214[M]}}<br />
{{!}}-<br />
{{AttackVersion|name=[H]}}<br />
{{#lst:{{PAGENAME}}/Data|214[H]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku front flips around before ending with a dash toward the opponent.<br />
* M and H versions can crossup, autocorrect, and even steal the corner.<br />
* During flips, pressing L/M/H/S will do the corresponding follow-up.<br />
* Is invincible to '''''all''''' projectiles during flips, including Supers.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Godly Strike</font>======<br />
{{MoveData<br />
|name=Godly Strike<br />
|input=214L (Air OK) or<br/>Unencumbered Mind > L<br />
|image=DBFZ_UIGoku_GodlyStrike.png |caption=the most powerful Woah of all time<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > L}}<br />
{{#lst:{{PAGENAME}}/Data|214XL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Doesn't overshoot the opponent.<br />
* Ground version can autocorrect, air version can't.<br />
* Air version teleports to the ground. When the opponent is in untech time, it will also have reduced startup, better tracking, and will wait till they are in range before attacking.<br />
* Smash hit causes a sliding knockdown.<br />
Plus 3 on block, but 7f 5L/2L means it's equal to +2 with most other characters (your opponent can still backdash midscreen). Combos into level 3 without Smash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Transcendence</font>======<br />
{{MoveData<br />
|name=Transcendence<br />
|input=214M (Air OK) or<br/>Unencumbered Mind > M<br />
|image=DBFZ_UIGoku_Transcendence.png |caption=make them cry for getting hit by a 31f grab<br />
|image2=DBFZ_UIGoku_Transcendence2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > M}}<br />
{{#lst:{{PAGENAME}}/Data|214XM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Autocorrects if he overshoots the opponent.<br />
* Air version teleports to the ground.<br />
* Smash hit switches sides, wall bounds. Ends on the same side you started on if you just did 214M.<br />
* Cannot hit airborne opponents, even mid-combos.<br />
* Can combo without meter in the corner.<br />
This is your prime conditioning tool. Once you make them block, use this to make them antsy again so you can frametrap them to death.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Embodied Light</font>======<br />
{{MoveData<br />
|name=Embodied Light<br />
|input=214H (Air OK) or<br/>Unencumbered Mind > H<br />
|image=DBFZ_UIGoku_EmbodiedLight.png |caption=<br />
|image2=DBFZ_UIGoku_EmbodiedLight2.png |caption2='''GRANDPA SAID NO MASHING'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > H}}<br />
{{#lst:{{PAGENAME}}/Data|214XH}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits directly in front of Goku.<br />
* Smash hit causes a crumple state on grounded opponent, wall bounds airborne opponent. Non-Smash launches them forward.<br />
* When used from Unencumbered Mind, it can easily blow through beam level 3's due to there not being a gap in the invincibility.<br />
* Sets up a restand on hit, making it a unique tool.<br />
<br />
Useful for a lot of things. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to 2H you out of it, as you can do it very late into a 2H and still hit them. Can be used as a psudeo-Vanish of sorts during blockstrings due to it costing less meter and having a bigger reward on hit, being able to escape gaps that are larger than 4F. This isn't a move you can just throw out mindlessly due to it's forced landing recovery of 10f, but used correctly it can be a huge opener for UI Goku.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S or 214S (Air OK) or<br/>Unencumbered Mind > S<br />
|image=DBFZ_UIGoku_Kamehameha.png |caption=the anti-beam beam<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > S}}<br />
{{#lst:{{PAGENAME}}/Data|214XS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* 236S flips forward, 214S flips backwards.<br />
* 214X~S version can cross up, even in the corner. It's also safer on reflect than normal block at -3.<br />
* Projectile invulnerability lends this to be a good beam counterpoke.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Rising Heat</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=22S<br />
|image=DBFZ_UIGoku_RisingHeat.png |caption=<br />
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=JAM SESSION<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|22S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A reversal that stays grounded. Thus can be canceled into 236H+S or Vanish though both are completely reactable.<br />
Does not use Smash, so Held Vanish combos can be extended with Upwards-type Smash.<br />
<br />
Useful as combo filler after a Combo DR, enabling easy conversions into his Level 1 super. Good combo filler in general because of its high damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unrestrained Will</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=[L+M] after recovery<br />
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=GO1 uses this so it must be good, right?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Recovery [L+M]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Homes in on the opponent until frame 20 before punching straight forward. Goku attacks from the direction he was facing after teching.<br />
* Smash hit causes a sliding knockdown.<br />
* Works after any ground tech, air tech and DR tech. Doesn't work on grounded hitstun and snapback. Works on ''hard knockdowns.''<br />
Insane tracking, but is super negative on block, cannot call assists, and can be anti-air'd on reaction. [http://twitter.com/HoudeaniHD/status/1262567442867539968 UI Goku can also be safely meatied with lights,] so 22S is better to use on the ground if possible.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=Assist A<br />
|image=DBFZ_UIGoku_RisingHeat.png |caption=<br />
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=Captain Commando<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Hits all the way to the top of the screen.<br />
*Huge amount of hitstun, low amount of blockstun.<br />
While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. Doing things like L Rebellion Spear with Bardock on block is difficult due to where UI Goku teleports in, but the hitstun and height of the hitbox helps characters that struggle to get sliding knockdowns. With proper timing, Trunks can connect j.S > j.236M midscreen as an example.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist B<br />
|image=DBFZ_UIGoku_Kamehameha.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Goes fullscreen.<br />
*Launches at a very combo-friendly angle.<br />
*Slower than the average beam assist, comparable to Cell's.<br />
This could be good if it retains the Unencumbered Mind version's projectile invulnerability, but that hasn't been tested yet. Assist A is better in a lot of ways however, leaving this beam assist feeling somewhat underwhelming due to how slow it is for what feels like not that much reward both on block and on hit. There's much better beams in the game, but if you absolutely 100% need a beam assist and do not want to change your team, this is an alright option.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=Assist C<br />
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Tracking C Assist.<br />
Outshined by his other assists. Tracking is good to have for a C assist, but it should have been a blockstun C assist like A21's in order to compete with his A assist.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Accelerating Battle Spirit</font>======<br />
{{MoveData<br />
|name=Accelerating Battle Spirit<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_UIGoku_AcceleratingBattleSpirit.png |caption=*teleports behind u*<br />
|image2=DBFZ_UIGoku_AcceleratingBattleSpirit2.png |caption2='''''"FALCON..."'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 750. Slightly below average.<br />
* Teleports behind the opponent.<br />
* Startup reduced if the opponent is in any hitstun.<br />
}}<br />
{{AttackVersion|name=Unpolished Instinct|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 506 (1256 total). Above average damage for double lvl1's.<br />
* Switches sides back.<br />
* Can be used to combo into Base Goku's Super Spirit Bomb.<br />
}} <br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Guiding Impulse</font>======<br />
{{MoveData<br />
|name=Guiding Impulse<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_UIGoku_GuidingImpulse.png |caption=Have you seen the man with seven scars?<br />
|image2=DBFZ_UIGoku_GuidingImpulse2.png |caption2=No matter you're dead because you tried to punish my DP<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reversal super, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching.<br />
* On a close-range hit, UI Goku acts instantly and punishes the opponent without a chance to escape.<br />
* If hit from a range or with a projectile, UI Goku will warp to the opponent's position and mercifully give them a brief window to save themselves.<br />
Don't think of this as much as a reversal as it is a tool to keep other things safe. Like mentioned before, cancelling into this from 22S will catch an opponent punishing you with a strike, but it can also be used to catch a panic vanish after a 6H that puts you airborne (which will happen a lot).<br />
It can trigger on assists as well.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Silver Dragon Flash</font>======<br />
{{MoveData<br />
|name=Silver Dragon Flash<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_UIGoku_SilverDragonFlash.png |caption="Anyone who hurts my friends..."<br />
|image2=DBFZ_UIGoku_SilverDragonFlash2.png |caption2="'''IS GONNA PAY!'''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 1758, same as SSJ Goku.<br />
* +38 on hit, same as Bardock. Leaves you almost fullscreen, limiting okizeme.<br />
* Charges full screen forward. Ground version tracks vertically during startup.<br />
* Switches sides on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&diff=156485DBFZ/UI Goku2020-05-26T18:56:57Z<p>24.46.145.190: /* Godly Display */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku (Ultra Instinct)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_UI_Goku_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Zoning, Counter, Defensive<br />
|-<br />
| '''Team Role''' || Any<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
|name=UI Goku<br />
|game=DBFZ<br />
|quote= You don't stand a chance against me.<br />
|voice=Japanese: Masako Nozawa. English: Sean Schemmel <br />
|lore=Pushed to his limits during the Tournament of Power, Goku tapped into this powerful mental state in order to battle Jiren, a technique of such strength that not even a God of Destruction could rival it: Ultra Instinct. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. With his mind and body separated, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone.<br />
}}<br />
<br />
===Ultra Instinct===<br />
Goku (Ultra Instinct) is invulnerable to Ki Blasts while walking forward, starting from frame 4. This is indicated by a short bubble on a successful dodge, similar to 2H against Head attribute attacks or Videl's spotdodge. Since it's a walk, Goku can stop and block at any moment, or cancel it into other moves. This invulnerability goes away the moment he switches to a different action. Seems to have some effect on the options the opponent has out of a Ki Blast, shown [http://twitter.com/CDMangaka/status/1262560153112424448 here].<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|UI Goku}} has incredible neutral but requires solid conditioning for his mixups to be effective. With tools for almost every situation, UI Goku requires good game sense and an ability to read his opponent to be utilized to his fullest potential. <br />
|pros=<br />
* Well rounded toolkit that allows him to adapt to any situation.<br />
* Very powerful neutral thanks to his counters, which can nearly nullify zoning, [[DBFZ/UI Goku#Godly Display|236X]], [[DBFZ/UI Goku#Unencumbered Mind|214X]], and solid buttons. The autododge is a nice cherry on top.<br />
* Bardock-like [[DBFZ/UI Goku#5LL|5LL]] drags opponents down to the ground, allowing for really easy hit confirms.<br />
* Solid pressure overall. [[DBFZ/UI Goku#5L|5L]] has obscene spacing, [[DBFZ/UI Goku#Unencumbered Mind|214X]] allows you to really mess with the opponent's head, and decent frame data.<br />
* Has three lows in a string, two of which can be used for stagger.<br />
* Difficult to approach and pressure thanks to his defensive tools.<br />
* Difficult to zone out, as [[DBFZ/UI Goku#6H|6H]] can instantly end it and reset the situation.<br />
* Great assists, [[DBFZ/UI Goku#Assist A|A Assist]] in particular.<br />
* Multiple options for meterless side-switches.<br />
|cons=<br />
* Reads-based character in a two-touch game, making him very hard to master.<br />
* No 6 frame normal, both [[DBFZ/UI Goku#5L|5L]] and [[DBFZ/UI Goku#2L|2L]] being frame 7 - one frame higher than most of the cast - limiting both his plus frames and ability to challenge gaps in blockstrings.<br />
* High-low mixup game is lacking. Requires conditioning to open anyone up, although his left-right is strong.<br />
* None of his specials except [[DBFZ/UI Goku#Godly Display|236L]] (which switches sides) can true blockstring from any of his normals, meaning strings can only safely end at [[DBFZ/UI Goku#5M|5M]]. This furthers UI Goku's need for conditioning and mix-ups.<br />
* A little resource hungry in order to make his options safe.<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_UIGoku_5L.png |caption=eSports normal<br />
|image2=DBFZ_UIGoku_5LL.png |caption2=eSports normal<br />
|image3=DBFZ_UIGoku_5LLL.png |caption3=grab normal<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Huge range.<br />
* Range is accentuated with 5LL, which groundbounces and tracks opponents for super easy confirms.<br />
* Goku gets pushed back some distance if blocked, out of range of most normals.<br />
* 5L > 2L (whiff) is actually 2 frames better on block (being -7).<br />
<br />
Slower than average jab, but definitely makes up for it's lack of speed. UI Goku doesn't have a 6f button and has to rely on his counters during clashes.<br />
The range on this is not to be understated, most of the cast can't punish UI Goku if he staggers with this despite its frame data due to the pushback on block. The ones that can punish can still be beaten with spacing. The hitbox is massive, which will lead to this move beating out a lot more than it really should. The only 7f button it loses to in a 0-on-block situation is Z Broly.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces on hit.<br />
* Tracks horizontally for about half screen.<br />
* Fastest startup is 26f if done raw.<br />
<br />
Because of it's slow speed and low crush, a delayed 5LL can be used as a fake Dragon Rush once the opponent is conditioned to look for a gap after 5L. This move is amazing and it just catches people because of all its weird properties. The cursed moves keep coming.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switch on hit.<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
<br />
Some low-blockstun assists like Trunks A/Base Vegeta A may allow for tick throws, which can be made into a 50/50 if 2M is used instead of 5LLL. Useful in vanish combos sometimes because of it's side-swap properties.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_UIGoku_5M.png |caption=<br />
|image2=DBFZ_UIGoku_5M2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both hits can be jump canceled.<br />
* Second hit counts toward scaling mid-combo.<br />
The second hit kills your combo damage but is great for blockstrings. Forms a basic mixup between 5M(2) and 5M(1) > 6M. Once you can get them to block, then you can start to use 214L/M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_UIGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit has good corner carry, launches more upwards than other 5H's like SBroly's 5H.<br />
<br />
This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_UIGoku_5S.png |caption=a zoner that counters other zoners<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam properties.<br />
* On hit, automatically shoots 3 extra blast and causes a wall bound. Goku can only cancel the first or the last hit.<br />
Chains from M/H normals will have a 6-frame gap, but the wallbounce makes it a trade in your favor. Off of said trade, you can connect a 5L in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_UIGoku_2L.png |caption=Blursed normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 2L slides forward a bit, 2LL stays in place.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_UIGoku_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit.<br />
* Hits from round start distance.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_UIGoku_2H.png |caption=Vans: off the wall<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on the second hit if the first hit landed.<br />
* Second hit always whiffs on crouchers.<br />
* Can combo into superdash in the corner even if smash has already been used<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_UIGoku_2S.png |caption="Neutral? What's that?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam properties.<br />
* Wall bounces on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_UIGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead<br />
* Can cancel from the first hit of 5M for an easy high/low mixup, though it isn't true and is reactable. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=Secret Sensation<br />
|image=DBFZ_UIGoku_6H.png |caption=<br />
|image2=DBFZ_UIGoku_6H2.png |caption2=Chacha real smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|6H Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Counter}}<br />
{{#lst:{{PAGENAME}}/Data|6H Counter}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Command dodge for everything but throws and Supers. [http://twitter.com/rafestation/status/1262819326752706562 Sometimes counters throws anyway if you have throw invulnerability].<br />
* On successful activation, Goku will slide behind the opponent allowing for immediate followups. If the opponent is grounded, he'll stay grounded, and if they're airborne, he'll also become airborne.<br />
* Air counter recovers faster than ground counter. Counters have 2f of lingering full invul after recovery if you choose to stand still.<br />
* Frame advantage varies depending on the distance between UI Goku and his target. Demonstration [https://twitter.com/HoudeaniHD/status/1262577677384515586 here.]<br />
<br />
Advantage is dependent on what is countered and the distance from it. For example, countering a jab will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for punishes. In general, anything outside of light normals will give enough time to land an uncontested punish with 5L/2L/j.L. UI Goku can also always defer to block regardless of any attack that was countered. Although this can mean you forfeit neutral if the opponent presses buttons, you can also opt for his multiple invincible options if they do decide to challenge.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|input=Shining Soul<br />
|image=DBFZ_UIGoku_6S.png |caption= "When the world needed him most, he vanished."<br />
|image2=DBFZ_UIGoku_6S2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out.<br />
* The spinning portion are strike attacks.<br />
* Shot Ki Blasts wall bounds on hit.<br />
Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like midscreen 6S > SD.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_UIGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has an alternate animation for a follow-up j.4L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_UIGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_UIGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
* Still sets up a sliding knockdown without smash because of 214L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_UIGoku_jS.png |caption= DISRUPTAH<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 5S but in the air, which allows for a ton of horizontal airspace control.<br />
* Combos into superdash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_UIGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pushes Goku up and forward.<br />
* Smash hit has more hitstun and combos into SD.<br />
Can combo into j.L on Smash hit like Kefla or delay SD afterwards to side switch like Kid Buu.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Godly Display</font>======<br />
{{MoveData<br />
|name=Godly Display<br />
|input=236L/M/H<br />
|image=DBFZ_UIGoku_GodlyDisplay.png |caption=on block/whiff<br />
|image2=DBFZ_UIGoku_GodlyDisplay2.png |caption2=on hit, "skidaddle skidoodle, I fucking rekt the neutral"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hitgrab that sides switches on hit or block.<br />
* [http://twitter.com/GoofyHatMatt/status/1262625724151681029 Could be useful as an anti-reflect tool.]<br />
No version true strings from any normals except Ki Blasts (which by themselves don't string).<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes half screen.<br />
* Smash hit wall bounds.<br />
Could be good after Combo DR when routing into supers, as it sideswitches to counter the sideswitch of his base level 1 and level 3. However, using his level 3 afterwards will leave you midscreen. You can use it somewhat similarly to how Kefla uses 214S, as a crossup with a fast assist.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes full screen.<br />
* Smash hit wall bounds.<br />
[http://twitter.com/theZeemesh/status/1262576815262044160 Can be used as a way to get through beams,] but is too slow to do on reaction.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes 80% of the screen.<br />
* Smash hit wall bounces.<br />
Plus enough on hit to whiff Sparking activation and still combo with 5L OR 2M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Autonomous Fist</font>======<br />
{{MoveData<br />
|name=Autonomous Fist<br />
|input=j.236L/M/H<br />
|image=DBFZ_UIGoku_AutonomousFist.png |caption=oraoraoraoraoraoraoraoraora<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Halts all momentum and moves slightly forward.<br />
* If any of the hits landed, will automatically followup with a few extra hits.<br />
* All hits can be cancelled. Smash on the last hit only.<br />
All versions can be used to challenge superdash better than regular normals can, as they can be better in anticipation/reaction due to their start-up and active frames.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Soft knockdown.<br />
Used for assist extension. The fast startup also allows it to combo from j.LL2H with autocombo boost.<br />
<br />
If you don't have an assist that allows j.LLL > j.214L + Assist, DR due to it being a pop up assist, you can go for j.LL2H > j.236L + Assist, DR instead and it'll deal the same damage. '''2H (1) > j.236L''' is his only gapless string ender, but it's unsafe at -7. Solo it's better to route into j.214S. This move can actually link into j.214L if it's done high enough up in the air.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
In combos, '''j.M > j.236M''' is an anywhere sliding knockdown at low hitstun decay. Not all that useful because '''j.H > j.214L''' works more reliably at high hitstun decay, but there are heights where '''j.H > j.214L''' will not work.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switches on the last hit.<br />
* Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unencumbered Mind</font>======<br />
{{MoveData<br />
|name=Unencumbered Mind<br />
|input=214[L/M/H]<br />
|image=DBFZ_UIGoku_UnencumberedMind.png |caption="Ultra Demon Flip!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=[L]}}<br />
{{#lst:{{PAGENAME}}/Data|214[L]}}<br />
{{!}}-<br />
{{AttackVersion|name=[M]}}<br />
{{#lst:{{PAGENAME}}/Data|214[M]}}<br />
{{!}}-<br />
{{AttackVersion|name=[H]}}<br />
{{#lst:{{PAGENAME}}/Data|214[H]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku front flips around before ending with a dash toward the opponent.<br />
* M and H versions can crossup, autocorrect, and even steal the corner.<br />
* During flips, pressing L/M/H/S will do the corresponding follow-up.<br />
* Is invincible to '''''all''''' projectiles during flips, including Supers.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Godly Strike</font>======<br />
{{MoveData<br />
|name=Godly Strike<br />
|input=214L (Air OK) or<br/>Unencumbered Mind > L<br />
|image=DBFZ_UIGoku_GodlyStrike.png |caption=the most powerful Woah of all time<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > L}}<br />
{{#lst:{{PAGENAME}}/Data|214XL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Doesn't overshoot the opponent.<br />
* Ground version can autocorrect, air version can't.<br />
* Air version teleports to the ground. When the opponent is in untech time, it will also have reduced startup, better tracking, and will wait till they are in range before attacking.<br />
* Smash hit causes a sliding knockdown.<br />
Plus 3 on block, but 7f 5L/2L means it's equal to +2 with most other characters (your opponent can still backdash midscreen). Combos into level 3 without Smash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Transcendence</font>======<br />
{{MoveData<br />
|name=Transcendence<br />
|input=214M (Air OK) or<br/>Unencumbered Mind > M<br />
|image=DBFZ_UIGoku_Transcendence.png |caption=make them cry for getting hit by a 31f grab<br />
|image2=DBFZ_UIGoku_Transcendence2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > M}}<br />
{{#lst:{{PAGENAME}}/Data|214XM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Autocorrects if he overshoots the opponent.<br />
* Air version teleports to the ground.<br />
* Smash hit switches sides, wall bounds. Ends on the same side you started on if you just did 214M.<br />
* Cannot hit airborne opponents, even mid-combos.<br />
* Can combo without meter in the corner.<br />
This is your prime conditioning tool. Once you make them block, use this to make them antsy again so you can frametrap them to death.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Embodied Light</font>======<br />
{{MoveData<br />
|name=Embodied Light<br />
|input=214H (Air OK) or<br/>Unencumbered Mind > H<br />
|image=DBFZ_UIGoku_EmbodiedLight.png |caption=<br />
|image2=DBFZ_UIGoku_EmbodiedLight2.png |caption2='''GRANDPA SAID NO MASHING'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > H}}<br />
{{#lst:{{PAGENAME}}/Data|214XH}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits directly in front of Goku.<br />
* Smash hit causes a crumple state on grounded opponent, wall bounds airborne opponent. Non-Smash launches them forward.<br />
* When used from Unencumbered Mind, it can easily blow through beam level 3's due to there not being a gap in the invincibility.<br />
* Sets up a restand on hit, making it a unique tool.<br />
<br />
Useful for a lot of things. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to 2H you out of it, as you can do it very late into a 2H and still hit them. Can be used as a psudeo-Vanish of sorts during blockstrings due to it costing less meter and having a bigger reward on hit, being able to escape gaps that are larger than 4F. This isn't a move you can just throw out mindlessly due to it's forced landing recovery of 10f, but used correctly it can be a huge opener for UI Goku.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S or 214S (Air OK) or<br/>Unencumbered Mind > S<br />
|image=DBFZ_UIGoku_Kamehameha.png |caption=the anti-beam beam<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > S}}<br />
{{#lst:{{PAGENAME}}/Data|214XS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* 236S flips forward, 214S flips backwards.<br />
* 214X~S version can cross up, even in the corner. It's also safer on reflect than normal block at -3.<br />
* Projectile invulnerability lends this to be a good beam counterpoke.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Rising Heat</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=22S<br />
|image=DBFZ_UIGoku_RisingHeat.png |caption=<br />
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=JAM SESSION<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|22S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A reversal that stays grounded. Thus can be canceled into 236H+S or Vanish though both are completely reactable.<br />
Does not use Smash, so Held Vanish combos can be extended with Upwards-type Smash.<br />
<br />
Useful as combo filler after a Combo DR, enabling easy conversions into his Level 1 super. Good combo filler in general because of its high damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unrestrained Will</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=[L+M] after recovery<br />
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=GO1 uses this so it must be good, right?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Recovery [L+M]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Homes in on the opponent until frame 20 before punching straight forward. Goku attacks from the direction he was facing after teching.<br />
* Smash hit causes a sliding knockdown.<br />
* Works after any ground tech, air tech and DR tech. Doesn't work on grounded hitstun and snapback. Works on ''hard knockdowns.''<br />
Insane tracking, but is super negative on block, cannot call assists, and can be anti-air'd on reaction. [http://twitter.com/HoudeaniHD/status/1262567442867539968 UI Goku can also be safely meatied with lights,] so 22S is better to use on the ground if possible.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=Assist A<br />
|image=DBFZ_UIGoku_RisingHeat.png |caption=<br />
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=Captain Commando<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Hits all the way to the top of the screen.<br />
*Huge amount of hitstun, low amount of blockstun.<br />
While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. Doing things like L Rebellion Spear with Bardock on block is difficult due to where UI Goku teleports in, but the hitstun and height of the hitbox helps characters that struggle to get sliding knockdowns. With proper timing, Trunks can connect j.S > j.236M midscreen as an example.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist B<br />
|image=DBFZ_UIGoku_Kamehameha.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Goes fullscreen.<br />
*Launches at a very combo-friendly angle.<br />
*Slower than the average beam assist, comparable to Cell's.<br />
This could be good if it retains the Unencumbered Mind version's projectile invulnerability, but that hasn't been tested yet. Assist A is better in a lot of ways however, leaving this beam assist feeling somewhat underwhelming due to how slow it is for what feels like not that much reward both on block and on hit. There's much better beams in the game, but if you absolutely 100% need a beam assist and do not want to change your team, this is an alright option.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=Assist C<br />
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Tracking C Assist.<br />
Outshined by his other assists. Tracking is good to have for a C assist, but it should have been a blockstun C assist like A21's in order to compete with his A assist.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Accelerating Battle Spirit</font>======<br />
{{MoveData<br />
|name=Accelerating Battle Spirit<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_UIGoku_AcceleratingBattleSpirit.png |caption=*teleports behind u*<br />
|image2=DBFZ_UIGoku_AcceleratingBattleSpirit2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 750. Slightly below average.<br />
* Teleports behind the opponent.<br />
* Startup reduced if the opponent is in any hitstun.<br />
}}<br />
{{AttackVersion|name=Unpolished Instinct|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 506 (1256 total). Above average damage for double lvl1's.<br />
* Switches sides back.<br />
* Can be used to combo into Base Goku's Super Spirit Bomb.<br />
}} <br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Guiding Impulse</font>======<br />
{{MoveData<br />
|name=Guiding Impulse<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_UIGoku_GuidingImpulse.png |caption=Have you seen the man with seven scars?<br />
|image2=DBFZ_UIGoku_GuidingImpulse2.png |caption2=No matter you're dead because you tried to punish my DP<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reversal super, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching.<br />
* On a close-range hit, UI Goku acts instantly and punishes the opponent without a chance to escape.<br />
* If hit from a range or with a projectile, UI Goku will warp to the opponent's position and mercifully give them a brief window to save themselves.<br />
Don't think of this as much as a reversal as it is a tool to keep other things safe. Like mentioned before, cancelling into this from 22S will catch an opponent punishing you with a strike, but it can also be used to catch a panic vanish after a 6H that puts you airborne (which will happen a lot).<br />
It can trigger on assists as well.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Silver Dragon Flash</font>======<br />
{{MoveData<br />
|name=Silver Dragon Flash<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_UIGoku_SilverDragonFlash.png |caption="Anyone who hurts my friends..."<br />
|image2=DBFZ_UIGoku_SilverDragonFlash2.png |caption2="'''IS GONNA PAY!'''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 1758, same as SSJ Goku.<br />
* +38 on hit, same as Bardock. Leaves you almost fullscreen, limiting okizeme.<br />
* Charges full screen forward. Ground version tracks vertically during startup.<br />
* Switches sides on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegito&diff=156357DBFZ/SSB Vegito2020-05-25T04:44:11Z<p>24.46.145.190: /* Spirit Excalibur */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Vegito (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Vegito_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Footsies<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = SSB Vegito<br />
| game = DBFZ<br />
| quote = Alright!<br />
| voice = Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat <br />
| lore = The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".<br />
}}<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|SSB Vegito}} utilizes his deluge of flashy moves to pressure his opponent and uses any window of opportunity to rack up outrageous damage.<br />
| pros= <br />
* Low barrier to entry, with simple BnBs and straight-forward gameplan.<br />
* Solid toolkit, allowing him to adapt to most situations.<br />
* Terrific stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block. This is complimented by his unique ability to "reverse beat" many of his normals, opening the door to even more blockstring and frame trap potential.<br />
* Amazing buttons, with [[DBFZ/SSB Vegito#5L|5L]] being one of the best of its kind.<br />
* [[DBFZ/SSB Vegito#j.S|j.S]] is a great anti-anti-air that leads into high reward on hit. It's also particularly useful in combos.<br />
* [[DBFZ/SSB Vegito#Atomic Buster|Atomic Buster]] is an all-around fantastic move, acting both as a great anti-air and meterless sliding knockdown.<br />
* Boasts among the highest solo combo damage in the game.<br />
* Versatile supers that deal good damage and are easy to combo into.<br />
* Solid selection of assists, making him a flexible option during team composition.<br />
| cons= <br />
* High/low mix-up game is basic.<br />
* Fastest normal is 7F, which is one frame more than the average character. <br />
* As of update 1.21 he can now get opponents back in the corner without spending meter but it comes at the cost of a few hundred damage. (say instead of ~5300 damage off of an optimal 2m combo it will be closer to ~4800 damage)<br />
* Normals and counter-pokes have high recovery on whiff.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Vegito_5L.png |caption=This normal is a crime against ningens(haters and lovers alike). <br />
|image2=DBFZ_Vegito_5LL.png |caption2=What's that on your face?<br />
|image3=DBFZ_Vegito_5LLL.png |caption3=MAH FIST!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits multiple times, but it's considered to be one hit for scaling purposes.<br />
* Huge range but also huge recovery on whiff.<br />
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.<br />
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen.<br />
* Higher blockstun than other light normals, making a visible delay for 5L > DR on block.<br />
Arguably the best 5L in the game with its combination of long reach, active frames, and being safe on block. If you can space yourself out far enough that only the tip of 5L hits your opponent, there is no light normal in the game outside of itself that can contest with it. Some mediums will be able to contest with it, but if you can get them to press mediums you can frametrap into 5LL and punish them hard.<br />
<br />
Due to his 5L's startup being 7 frames, instead of 6 frames, Vegito will not be able to challenge his opponents whatsoever during +0 situations. So in a case like if 6M is blocked, Vegito will either have to either block or commit to a defensive option, such as 214S or reflect.<br />
<br />
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces airborne opponents.<br />
* Combo and blockstring filler.<br />
The main use of this normal outside of combos is to keep people in check after 5L. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with 5L more easily. It's also a great combo starter, which accentuates it's above usage.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
This move mainly shines in corner combos, as it allows for combos into 214X at high hitstun decay. Other than that you don't want to use it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Vegito_5M.png |caption= Falcon... PAWNCH!!!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L.<br />
5M hits slightly meaty from roundstart position, but not enough to do anything meaningful. You'll mostly be using it for it's jump cancel in combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Vegito_5H.png |caption=Sadly not as spammable as Guile's f.MK<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.<br />
This move has a place in both Midscreen and Corner combos. Midscreen it gives you a rejump combo for high corner carry. In the corner, using a late connect 5H will allow a link into 5L for high damage and possibly a 236L loop setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A point-blank Ki explosion.<br />
* High hitstun, good for corner combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Vegito_2L.png |caption=Look how cool my reverse beat is, guys!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can gatling to and from 5M and 2M.<br />
* Low and throw invulnerable from frame 5, can be used like a makeshift throw tech.<br />
* Scales like a Medium, allowing for high damage.<br />
* Can cancel into SD in blockstring without being 2H'd, but can be reflected. True strings into Vanish.<br />
* 5-frame gap from any normal that is chained into it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Vegito_2M.png |caption=DMs inbound<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L<br />
* Easily Vegito's highest damage starter<br />
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Vegito_2H.png |caption=FLASH KICK!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can hit opponents behind Vegito<br />
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Vegito_2S.png |caption="''I can do this too you know!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides on Smash hit, launches upward on non-Smash.<br />
* Considered as projectile.<br />
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash. Requires a delay when comboing with Smash otherwise your superdash will shoot straight upwards and the combo will drop.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Vegito_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great hit-box, high probability of kicking away super dashes.<br />
* More risky than other characters, 5L loses to 6f normals and 214S baitable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits about 2 characters away<br />
* Deals more blockstun than 5S<br />
5S and 6S count as different normals<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Vegito_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable waist down<br />
* Great for crossups<br />
* Great tool to jab super dashes<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Vegito_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good air-to-air<br />
* Combo filler<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Vegito_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit wall bounces.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Does not knock down<br />
* Great hitbox<br />
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.<br />
Can also be used to convert in the corner from jh to 5L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Vegito_jS.png |caption= Wanted to show off his massive sword to Zamasu I guess<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches upwards<br />
* Considered as projectile<br />
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Vegito_j2H.png |caption=The knee of justice's successor<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Typical launcher/combo extender<br />
* Easily combos into j.214M for sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Spiral Heel Shot</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption=''"I only need to use my feet to beat you!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The first hit will trigger a kicking sequence on hit and ''clash''<br />
* Smash triggers on the last hit of this sequence<br />
* Non-smash last hit send the opponent flying with decent hitstun<br />
* Air versions slightly track opponents above Vegito<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Whiff version can be used for advanced combos<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Carries momentum on hit<br />
* Smash hit corner bounces<br />
Staple of his corner BnBs.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes big wall bounce, able to followup from midscreen<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Atomic Buster</font>======<br />
{{MoveData<br />
|name=Atomic Buster<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Vegito_AtomicBuster.png |caption=THIS B**** EMPTY...<br />
|image2=DBFZ_Vegito_AtomicBuster2.png |caption2=YEET!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version has Anti-Air property<br />
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels almost vertically<br />
* Causes a soft knockdown<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a sliding knockdown<br />
* Can act as soon as Vegito starts descending<br />
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a ground bounce sliding knockdown, can link into 5L in the corner<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Split Finger Shot</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=236S (Air OK)<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=''"Here's a present for ya!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be super-dashed through<br />
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.<br />
<br />
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.<br />
<br />
There is another version that can be done with 2369S or 2368S, which does the movement at low height then continues the jump, allowing you to peform an air dash to prevent enemies to high recover jump on corners, though it can't be performed on blockstring.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Barrier</font>======<br />
{{MoveData<br />
|name=Barrier<br />
|input=214S<br />
|image=DBFZ_Vegito_Barrier.png |caption="''SHIELDS UP!''"<br />
|image2=DBFZ_Vegito_Barrier2.png |caption2="''HEADS DOWN!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|214S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can counter anything except grabs and supers<br />
* The counter attack is jump cancellable in Sparking<br />
* Can grab multiple times in a combo like 5LLL<br />
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=Assist A<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=THA FINGAH LAZERS<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has low blockstun, can be super-dashed through and out of blockstun<br />
* Very high hitstun, making it very useful durings combos.<br />
* Covers a great distance at an aggressive angle<br />
* Very useful in the corner, as it cover all the places the opponent can go<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=Assist B<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption= L E G S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fantastic on Block, Giving plenty of mix options (as it has a solid 42 frames of block stun.<br />
*Great for combo extensions, Though it is a bit slow, coming out in 35 frames, it still has solid hit stun making it easy to combo off of, even late into combos.<br />
* Be careful as with the slow start up its range is only okay. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Spirit Sword<br />
|input=Assist C<br />
|image=DBFZ_Vegito_jS.png |caption= Probably compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Can Be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo. <br />
*In a Combo, its an entirely different ball game<br />
* Great Tracking<br />
* Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react. <br />
*Does in the area of ~300 damage scaled. <br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Spirit Excalibur</font>======<br />
{{MoveData<br />
|name=Spirit Excalibur<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_Vegito_SpiritExcalibur.png |caption= <br />
|image2=DBFZ_Vegito_SpiritExcalibur2.png |caption2= It's definitely compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does more damage close-range as opposed to far-range<br />
* Hits full screen, dragging the opponent down with the sword<br />
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)<br />
* Minimum damage: 30*4, 750 (870)<br />
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Omega Finishing Blow</font>======<br />
{{MoveData<br />
|name=Omega Finishing Blow<br />
|input=j.236L+M or j.236H+S<br />
|image=DBFZ_Vegito_OmegaFinishingBlow.png |caption="''You can't keep up with me!''"<br />
|image2=DBFZ_Vegito_OmegaFinishingBlow2.png |caption2="''Just look at my speed!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge<br />
* Minimum damage: 300, 440 (740)<br />
* Tracks the opponent<br />
* Can be easily anti-air'd on reaction<br />
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Final Kamehameha</font>======<br />
{{MoveData<br />
|name=Final Kamehameha<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Vegito_FinalKamehameha.png |caption=''"It's the '''biggie!!'''"''<br />
|image2=DBFZ_Vegito_FinalKamehameha2.png |caption2='''''"GO TO HELL!!"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 3 Ki Gauges<br />
* Minimum damage: 1739<br />
* Causes a hard knockdown anywhere on screen<br />
Vegito's level 3. Fast, easy to punish with and combo into. <br />
<br />
The hands get bigger for the cinematic but they forgot to reduce it so for a few frames Vegito has huge hands. <br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegito]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegito&diff=156356DBFZ/SSB Vegito2020-05-25T04:43:44Z<p>24.46.145.190: /* j.S */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Vegito (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Vegito_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Footsies<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = SSB Vegito<br />
| game = DBFZ<br />
| quote = Alright!<br />
| voice = Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat <br />
| lore = The Potara fusion of Goku and Vegeta, Vegito ("Vege" from Vegeta and "tto" from Kakarotto), was first created during the fight against Majin Buu, and quickly proved himself to be an excellent fighter. He appeared once again to fight against Zamasu's fusion, this time with the power of the "Super Saiyan God Super Saiyans".<br />
}}<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|SSB Vegito}} utilizes his deluge of flashy moves to pressure his opponent and uses any window of opportunity to rack up outrageous damage.<br />
| pros= <br />
* Low barrier to entry, with simple BnBs and straight-forward gameplan.<br />
* Solid toolkit, allowing him to adapt to most situations.<br />
* Terrific stagger pressure capabilities, with 5L, 5LL, 5M, and 2L being safe on block. This is complimented by his unique ability to "reverse beat" many of his normals, opening the door to even more blockstring and frame trap potential.<br />
* Amazing buttons, with [[DBFZ/SSB Vegito#5L|5L]] being one of the best of its kind.<br />
* [[DBFZ/SSB Vegito#j.S|j.S]] is a great anti-anti-air that leads into high reward on hit. It's also particularly useful in combos.<br />
* [[DBFZ/SSB Vegito#Atomic Buster|Atomic Buster]] is an all-around fantastic move, acting both as a great anti-air and meterless sliding knockdown.<br />
* Boasts among the highest solo combo damage in the game.<br />
* Versatile supers that deal good damage and are easy to combo into.<br />
* Solid selection of assists, making him a flexible option during team composition.<br />
| cons= <br />
* High/low mix-up game is basic.<br />
* Fastest normal is 7F, which is one frame more than the average character. <br />
* As of update 1.21 he can now get opponents back in the corner without spending meter but it comes at the cost of a few hundred damage. (say instead of ~5300 damage off of an optimal 2m combo it will be closer to ~4800 damage)<br />
* Normals and counter-pokes have high recovery on whiff.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Vegito_5L.png |caption=This normal is a crime against ningens(haters and lovers alike). <br />
|image2=DBFZ_Vegito_5LL.png |caption2=What's that on your face?<br />
|image3=DBFZ_Vegito_5LLL.png |caption3=MAH FIST!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits multiple times, but it's considered to be one hit for scaling purposes.<br />
* Huge range but also huge recovery on whiff.<br />
* High probability of winning in clash scenarios. Reflect or reversals are the only 2 options if a clash occurs, as it will wins against anything else.<br />
* Due to the multiple hits, the move is unquestionably the easiest normal to convert off of both in the corner and mid-screen.<br />
* Higher blockstun than other light normals, making a visible delay for 5L > DR on block.<br />
Arguably the best 5L in the game with its combination of long reach, active frames, and being safe on block. If you can space yourself out far enough that only the tip of 5L hits your opponent, there is no light normal in the game outside of itself that can contest with it. Some mediums will be able to contest with it, but if you can get them to press mediums you can frametrap into 5LL and punish them hard.<br />
<br />
Due to his 5L's startup being 7 frames, instead of 6 frames, Vegito will not be able to challenge his opponents whatsoever during +0 situations. So in a case like if 6M is blocked, Vegito will either have to either block or commit to a defensive option, such as 214S or reflect.<br />
<br />
5L > Z-Change is a Spark bait since 5L's long animation makes it an easy target for Guard Cancel/Sparking. And since grounded normals on block/hit can Z-Change while the tagged out character is still doing that normal, this is also a true blockstring.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces airborne opponents.<br />
* Combo and blockstring filler.<br />
The main use of this normal outside of combos is to keep people in check after 5L. A small delay will allow it to catch the opponent's buttons, which will let you oppress the opponent with 5L more easily. It's also a great combo starter, which accentuates it's above usage.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
This move mainly shines in corner combos, as it allows for combos into 214X at high hitstun decay. Other than that you don't want to use it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Vegito_5M.png |caption= Falcon... PAWNCH!!!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L.<br />
5M hits slightly meaty from roundstart position, but not enough to do anything meaningful. You'll mostly be using it for it's jump cancel in combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Vegito_5H.png |caption=Sadly not as spammable as Guile's f.MK<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently fast, but nothing else truly noteworthy. Solid range allows the move to connect from the default neutral position.<br />
This move has a place in both Midscreen and Corner combos. Midscreen it gives you a rejump combo for high corner carry. In the corner, using a late connect 5H will allow a link into 5L for high damage and possibly a 236L loop setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A point-blank Ki explosion.<br />
* High hitstun, good for corner combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Vegito_2L.png |caption=Look how cool my reverse beat is, guys!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can gatling to and from 5M and 2M.<br />
* Low and throw invulnerable from frame 5, can be used like a makeshift throw tech.<br />
* Scales like a Medium, allowing for high damage.<br />
* Can cancel into SD in blockstring without being 2H'd, but can be reflected. True strings into Vanish.<br />
* 5-frame gap from any normal that is chained into it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Vegito_2M.png |caption=DMs inbound<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can reverse beat into 2L<br />
* Easily Vegito's highest damage starter<br />
Long range slide. Easy to catch people off guard with in the corner as the hop at the beginning looks like a fuzzy guard setup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Vegito_2H.png |caption=FLASH KICK!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can hit opponents behind Vegito<br />
Vegito's 2H goes very high, making it one of the highest hitting 2H in the game. It's very risky to use because of this, as if it whiffs, it whiffs hard, however cancelling it on hit into 236S or 214L makes Vegito a little safer, so it's not a total loss if your opponent blocks it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Vegito_2S.png |caption="''I can do this too you know!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides on Smash hit, launches upward on non-Smash.<br />
* Considered as projectile.<br />
Vegito 2S is somewhat slow, but is good for grounded side-switch combos, as well as beating Super Dash. Requires a delay when comboing with Smash otherwise your superdash will shoot straight upwards and the combo will drop.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Vegito_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great hit-box, high probability of kicking away super dashes.<br />
* More risky than other characters, 5L loses to 6f normals and 214S baitable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|image=DBFZ_Vegito_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits about 2 characters away<br />
* Deals more blockstun than 5S<br />
5S and 6S count as different normals<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Vegito_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable waist down<br />
* Great for crossups<br />
* Great tool to jab super dashes<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Vegito_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good air-to-air<br />
* Combo filler<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Vegito_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit wall bounces.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Does not knock down<br />
* Great hitbox<br />
One of Vegito's best air-to-air buttons. Has a huge hitbox, and while it is a little slow, it still has a lot of use. It sends the opponent straight out similar to Piccolo's j.H, so the best way to convert off it mid-screen would be a vanish into 214M. In the corner, j.H connects into j.2H, which can be useful for combos as well as converting off it in the corner if you hit an airborne opponent with it.<br />
Can also be used to convert in the corner from jh to 5L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Vegito_jS.png |caption= Wanted to show off his massive sword to Zamasu I guess<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches upwards<br />
* Considered as projectile<br />
The cornerstone of Vegito strings, j.S is a very good button for him. It has a lot of use in Vegito's strings, allowing him to set up 236x or 214x very easily, due to it flinging the opponent upwards. Its hitbox being wider than it seems allows him to snag opponents a little higher than him during air combos. In Sparking, it becomes jump-cancellable, which gives Vegito lots of unique and tricky pressure options. It's also good for snagging opponents below you, and for catching those too eager to get in on you with an airdash, though it may be a bit predictable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Vegito_j2H.png |caption=The knee of justice's successor<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Typical launcher/combo extender<br />
* Easily combos into j.214M for sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Spiral Heel Shot</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption=''"I only need to use my feet to beat you!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The first hit will trigger a kicking sequence on hit and ''clash''<br />
* Smash triggers on the last hit of this sequence<br />
* Non-smash last hit send the opponent flying with decent hitstun<br />
* Air versions slightly track opponents above Vegito<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Whiff version can be used for advanced combos<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Carries momentum on hit<br />
* Smash hit corner bounces<br />
Staple of his corner BnBs.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes big wall bounce, able to followup from midscreen<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Atomic Buster</font>======<br />
{{MoveData<br />
|name=Atomic Buster<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Vegito_AtomicBuster.png |caption=THIS B**** EMPTY...<br />
|image2=DBFZ_Vegito_AtomicBuster2.png |caption2=YEET!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version has Anti-Air property<br />
* On whiff, Vegito can act as soon as he starts descending, can be used for mixups<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels almost vertically<br />
* Causes a soft knockdown<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a sliding knockdown<br />
* Can act as soon as Vegito starts descending<br />
Probably Vegito's best air ender for standard BnBs, as it is very easy to combo into either after j.2H or a vanish, and gives sliding knockdown. In the corner it gives Vegito a ton of time to get oki because of this, whereas mid-screen he'll have a harder time keeping pressure because of the distance the move puts on him and the opponent. Regardless, it's his best way to end air combos, so a good Vegito BnB will end in this move.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels diagonally<br />
* Causes a ground bounce sliding knockdown, can link into 5L in the corner<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Split Finger Shot</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=236S (Air OK)<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=''"Here's a present for ya!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be super-dashed through<br />
When performed after a 5M, carries additional momentum and can be air dash canceled. This can be used to mix up opponents by providing a descending overhead mixup, similar to Bardock's Grounded M Rebellion Spear. Somewhat risky if not covered, but a useful tool nonetheless.<br />
<br />
The air version of 236S carries all of his air momentum in the move, although he halts for a few seconds and then you move. This means Vegito can move quickly forward, back, or whatever he wants to do using 236S, which gives him some neat movement options. They're not perfect, as you can superdash the move, so be cautious when using it.<br />
<br />
There is another version that can be done with 2369S or 2368S, which does the movement at low height then continues the jump, allowing you to peform an air dash to prevent enemies to high recover jump on corners, though it can't be performed on blockstring.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Barrier</font>======<br />
{{MoveData<br />
|name=Barrier<br />
|input=214S<br />
|image=DBFZ_Vegito_Barrier.png |caption="''SHIELDS UP!''"<br />
|image2=DBFZ_Vegito_Barrier2.png |caption2="''HEADS DOWN!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|214S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can counter anything except grabs and supers<br />
* The counter attack is jump cancellable in Sparking<br />
* Can grab multiple times in a combo like 5LLL<br />
Vegito's barrier is an alright move. It's somewhat risky to pull off and can be vanished on their hit if your opponent reacts in time or reads your barrier, which hurts the move a little. However, it still has some use for it's unpredictability, and if your opponent can't react in time Vegito can get a decent conversion off of it with a vanish. The fact that it is invincible to everything except supers and grabs helps as well, as it can be used to predict a beam at close range and eat the entire thing, and your opponent most likely won't predict you barrier-ing their beam. Not a great move, but it's got some uses. There are also some edge cases where the counter attack will get stuffed, particularly if it counters a 5LL and the opponent's 5LLL is a grab (looking at you, Cell).<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Split Finger Shot<br />
|input=Assist A<br />
|image=DBFZ_Vegito_SplitFingerShot.png |caption=THA FINGAH LAZERS<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has low blockstun, can be super-dashed through and out of blockstun<br />
* Very high hitstun, making it very useful durings combos.<br />
* Covers a great distance at an aggressive angle<br />
* Very useful in the corner, as it cover all the places the opponent can go<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Spiral Heel Shot<br />
|input=Assist B<br />
|image=DBFZ_Vegito_SpiralHeelShot.png |caption= L E G S<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fantastic on Block, Giving plenty of mix options (as it has a solid 42 frames of block stun.<br />
*Great for combo extensions, Though it is a bit slow, coming out in 35 frames, it still has solid hit stun making it easy to combo off of, even late into combos.<br />
* Be careful as with the slow start up its range is only okay. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Spirit Sword<br />
|input=Assist C<br />
|image=DBFZ_Vegito_jS.png |caption= Probably compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Can Be good for mixes if one can take advantage of the low hit stun frames, though it must be called years in advance as it has an abysmal 65 frames of start up if called outside a combo. <br />
*In a Combo, its an entirely different ball game<br />
* Great Tracking<br />
* Extremely narrow downward angle makes it easy to side switch and the knockdown is slow giving one plenty of time to prepare/react. <br />
*Does in the area of ~300 damage scaled. <br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Spirit Excalibur</font>======<br />
{{MoveData<br />
|name=Spirit Excalibur<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_Vegito_SpiritExcalibur.png |caption= <br />
|image2=DBFZ_Vegito_SpiritExcalibur2.png |caption2= Yeah, it's definitely compensating for something.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Does more damage close-range as opposed to far-range<br />
* Hits full screen, dragging the opponent down with the sword<br />
* Deals less hits the further away the opponent is and will miss if the opponent is too high up. At max range, does 2 hits (200, 2300)<br />
* Minimum damage: 30*4, 750 (870)<br />
As Vegito's DHC super, it is a very good tool for him due to how big the move is. It can be confirmed into from almost anywhere on the screen for damage, and can be helpful for some characters when trying to get another super in. It's also good on it's own for Vegito's damage, as while you can't easily confirm into it on the ground, you can easily combo into it after a j.214M sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Omega Finishing Blow</font>======<br />
{{MoveData<br />
|name=Omega Finishing Blow<br />
|input=j.236L+M or j.236H+S<br />
|image=DBFZ_Vegito_OmegaFinishingBlow.png |caption="''You can't keep up with me!''"<br />
|image2=DBFZ_Vegito_OmegaFinishingBlow2.png |caption2="''Just look at my speed!''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 1 Ki Gauge<br />
* Minimum damage: 300, 440 (740)<br />
* Tracks the opponent<br />
* Can be easily anti-air'd on reaction<br />
Best used as a combo ender to finish a character off or as a setup into another character's super, as the window to Z-Change for this move is huge. It combos from many of Vegito's moves, such as 236X, 214X, j.S, etc.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Final Kamehameha</font>======<br />
{{MoveData<br />
|name=Final Kamehameha<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Vegito_FinalKamehameha.png |caption=''"It's the '''biggie!!'''"''<br />
|image2=DBFZ_Vegito_FinalKamehameha2.png |caption2='''''"GO TO HELL!!"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 3 Ki Gauges<br />
* Minimum damage: 1739<br />
* Causes a hard knockdown anywhere on screen<br />
Vegito's level 3. Fast, easy to punish with and combo into. <br />
<br />
The hands get bigger for the cinematic but they forgot to reduce it so for a few frames Vegito has huge hands. <br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegito]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Jiren&diff=156355DBFZ/Jiren2020-05-25T04:41:54Z<p>24.46.145.190: /* Counter Impact */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Jiren<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Jiren_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Defensive, Counter<br />
|-<br />
| '''Team Role''' || Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
{{Bio<br />
| name = Jiren<br />
| game = DBFZ<br />
| quote = Strength is everything. All is possible with power and power alone.<br />
| lore = <br />
The strongest mortal of Universe 11, so powerful that he surpasses many universes' Gods of Destruction. From his dark past of the destruction of his home from an unknown being, he fell on the belief that strength is justice, and that he cannot trust anyone for the sake of maintaining his strength. A member of the Pride Troopers, he encounters Goku and the rest of Universe 7 during the Tournament of Power, where he serves as their most challenging foe and the final obstacle between victory or being erased from existence; through Goku, however, he learns of Universe 7's power of trust, and overcomes the dark past that haunted him for so long. (Name trivia: Jiren's name comes from Japanese word "Renji", meaning "Stove", by switching the syllables.)<br />
}}<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|Jiren}} is a defensive character who controls the flow of the match with his array of counters and anti-neutral tools.<br />
| pros =<br />
* Obscene damage with 2L or 236S starters.<br />
* 2L is a heavenly button, trading low mixup for excellent stagger strings that most characters can't even challenge out of. 2L can also catch opponents trying to jump.<br />
* Very large normals with huge hit boxes make for efficient confirms, along with great air projectiles that also give him easy confirms.<br />
* Decently versatile toolkit gives him numerous ways to approach, including projectile invulnerable moves.<br />
* Boasts a frame 1 wake-up counter for normals at the cost of a half bar.<br />
* Combo structure allows for solid synergy with most assists, and damaging confirms from assists.<br />
* 2H and 2S are amazing anti-airs that help Jiren control the neutral very well, and lets him direct the opponent to whatever corner he chooses.<br />
* All of his assists are fantastic, A assist acting as lockdown and B assist acting as a projectile immune lariat which is quite fast and has slightly more range than Bardock's.<br />
* Good ranged game with a quick "beam" 5S and a large j.S that can be buffered into 236L in case the opponent superdashes.<br />
* Can easily cream people without matchup familiarity. 214S can be used to stop careless assist usage, but you really shouldn't use it otherwise.<br />
| cons =<br />
* '''REQUIRES''' solid conditioning and reads to EVER open up the opponent outside of neutral. Jiren's 5H is slower than other command grabs, extremely telegraphed, and lacks armor. Jiren's only low is his 2M, and he has no real cheeky ways to open up opponents even with meter. You must get creative with your staggers, assists and strings in order to get hits when the opponent stops trying to beat you in neutral. Every attempt you make on opening up the opponent carries the risk of getting mashed out due to all of this.<br />
* Although he has great lights for stagger, all of his other buttons are unsafe as is 236X. While 236S is safe, it is not a true blockstring. This makes an assist desired for him so he can keep his pressure going once he goes past his lights.<br />
* Requires meter to combo off of his risky counters.<br />
* Atypical combo structure makes him difficult for beginners, and requires labbing.<br />
* Has no traditional 5H, instead he gets a slow grab. See Con 1 as to why that's bad, on top of hurting his neutral and combos.<br />
* 214S is absolutely terrible. Although it beats assists, it's easy to bait and punishable on reaction by invincible moves. Everyone can avoid it one way or another. All for pitiful damage unless you spend meter yourself.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Jiren_5L.png |caption=<br />
|image2=DBFZ_Jiren_5LL.png |caption2=<br />
|image3=DBFZ_Jiren_5LLL.png |caption3='''''Owari da'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Decent range<br />
* Pushes the opponent back considerably<br />
Pairs beautifully with 2L. 2L 5L pushes the opponent just far back enough so most 5Ls will whiff if they try to hit Jiren, enabling safe stagger pressure and very easy counters. Being safe on block is just a bonus.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Lightly launches the opponent<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Projectile<br />
* [] is on Smash hit.<br />
Easily the coolest looking autocombo ender in the game.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Jiren_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jump-cancelable on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Jiren_5H.png |caption=<br />
|image2=DBFZ_Jiren_5H2.png |caption2=I'm blasting your nuts off and there's nothing you can do<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slower than average grab.<br />
* Can only be used once per combo<br />
Useful in corner combos, as you can go straight into 2S and superdash for a followup. Midscreen, you can use 5S and vanish. It is extremely slow, but you can occasionally catch people with it if they're not expecting it. DO NOT overuse it, as it is easy for your opponent to mash out of it. You're most likely to use this in a corner combo because of how slow it is and how much damage it does.<br />
<br />
Not armored, so be careful throwing this out in strings.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Jiren_5S.png |caption=Death Blow mk. 0<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can destroy other Ki blasts and hit the opponent at the same time<br />
* Cannot be superdashed through<br />
The closest thing Jiren has to a beam. Being a 5S move, it carries some interesting properties like being able to gatling into Heavies and 2S, as well as being vanish cancelable on whiff.<br />
<br />
Can combo into 2S and 5H in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Jiren_2L.png |caption=Standalone Broly 5LL<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Scales like a medium attack, making it a powerful starter<br />
* Chains out of 5LL<br />
This is what dreams are made of. The ultimate stagger pressure tool and ToD starter. It also makes the screen shake.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Jiren_2M.png |caption=RICH BLONDE SWEEP<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jiren's only low.<br />
* Very slow.<br />
* Easily half screen range.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Jiren_2H.png |caption=Bounce 'em off the other wall<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as grounded.<br />
* Uses up Jiren's Smash.<br />
* Launches higher with more hitstun if Smash hasn't been used.<br />
* Causes a wallbounce behind Jiren.<br />
An interesting 2H that only really sees use if you're in the corner. It bounces the opponent off the wall behind Jiren, causing a sideswitch. It is generally better to use 2S due to the fact it doesn't sideswitch.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Jiren_2S.png |caption=The ''other'' 2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Uses up Jiren's Smash.<br />
* Launches higher with more hitstun if Smash hasn't been used.<br />
* Reflects weak projectiles<br />
* Always wallbounces in the corner<br />
Even though this move's input is 2S, it functions like every other character's 2H: an attribute invincible anti-air. However, Jiren's 2S has armor instead of invincibility, so your enemy has to deal with the humiliation of seeing freeze frames of them bouncing off of Jiren's chest before being launched to the moon. This move is also Jiren's primary grounded way of comboing into superdash post-smash use (I.E. after 5H).<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Jiren_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as airborne.<br />
* Uses the same hitboxes and hurtboxes of Jiren's j.H.<br />
Jiren's low threat is pretty lacking so you most likely won't be using this much.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Jiren_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double-jump-cancelable.<br />
Useful combo extention tool in the corner after j.2S.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Jiren_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double-jump-cancelable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Jiren_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Knockdown state changes depending on Jiren's usage of his Smash.<br />
* Autocombo version wallbounces in the corner and provides one random Dragon Ball.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Jiren_jS.png |caption=Air-to-air fireball and '''''COMBO EXTENDER, BABY!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a light wallbounce<br />
* High untech time<br />
* Can be used immediately off the ground as a standard Ki Blast instead of 5S<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Jiren_j2H.png |caption=Spin to Win<br />
|image2=DBFZ_Jiren_j2H2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on fully charged.<br />
*After the Season 3 buffs, both the charged and uncharged versions cause a sliding knockdown regardless of when the attack hits<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2S</font>======<br />
{{MoveData<br />
|name=j.2S<br />
|image=DBFZ_Jiren_j2S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Groundbounces<br />
* Combos into fully charged j.2H in the corner<br />
* One of Jiren's best tools, as it can lead to full combos easily with assists<br />
* Can end combos relatively close to the ground with this & convert into Level 1 mid-screen<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Infinity Rush</font>======<br />
{{MoveData<br />
|name=Infinity Rush<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Jiren_InfinityRush.png |caption=*Inevitability intensifies*<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Because of it's disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Wallbounces<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Launches the opponent<br />
*Covers a longer distance<br />
*Ground version combos into 5H in the corner<br />
*Air version groundbounces; so long as Jiren doesn't touch the ground upon connecting with this version, j.H causes a sliding knockdown.<br />
<br />
Mostly blockstring or combo filler. Notable for being Jiren's only special that gives him a true blockstring, but it's unsafe.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Shock Tornado</font>======<br />
{{MoveData<br />
|name=Shock Tornado<br />
|input=214L/M/H<br />
|image=DBFZ_Jiren_ShockTornado1.png |caption=Why can't they both beat mids?<br />
|image2=DBFZ_Jiren_ShockTornado2.png |caption2='''''"PREDICTABO"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Stands and counters all physical hits. Highs, lows, whatever.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Crouches, and counters only Low attacks.<br />
Extremely risky and best avoided in most scenarios, but it thankfully has low recovery.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Stands and counters all non-projectile normals.<br />
* Frame 1<br />
* Combos from this will deal only recoverable blue health damage, meaning a quick spark or tag will quickly undo any damage done.<br />
This is your go-to panic button. If you have the meter, it's a great tool to try and save Jiren. Not ideal otherwise as the blue health penalty is very harsh.<br />
}}<br />
{{Description|9|text=<br />
*Jiren prepares for a counter-attack. When hit with a '''physical''' non-super attack, Jiren will freeze and spin the opponent into the air with a judo throw. The opponent cannot escape.<br />
*Cannot be comboed after. Requires Vanish or Meter to do any real damage from this.<br />
*Will not counter projectiles or grabs.<br />
Jiren's staple counter. Deals a good chunk of damage, but it's effectively a glorified DP and as such is quite risky. Unlike a DP, you can't empty vanish in Sparking to save yourself and you will still lose to Dragon Rush, so you're trading some protection for damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Grand Charge</font>======<br />
{{MoveData<br />
|name=Grand Charge<br />
|input=236S<br />
|image=DBFZ_Jiren_GrandCharge.png |caption=Shades of Juggernaut<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable to projectiles while the barrier is up<br />
* However, the projectile barrier runs out a few frames before Jiren recovers, so if your opponent is spamming ki blasts they will catch you<br />
* Safe on block.<br />
* Ridiculously high damage combo filler<br />
<br />
This move is too slow to use effectively in neutral, but it functions as a devastating frametrap in blockstring. You get a massive combo if it trades and it jails into vanish.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Counter Impact</font>======<br />
{{MoveData<br />
|name=Counter Impact<br />
|input=214S<br />
|image=DBFZ_Jiren_CounterImpact1.png |caption=''"I'm waiting!"''<br />
|image2=DBFZ_Jiren_CounterImpact2.png |caption2=''Oh please for the love of god don't DP''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Probably the worst special move in the entire game. Far too risky and inconsistent to justify its low reward.<br />
* Counter attack that works against projectiles and assists. Loses to everything else.<br />
* Hold the button to extend the parry duration.<br />
* Jiren teleports to the opponent's location on a successful counter, even if the opponent is airborne. This often results in Jiren getting blasted in the face.<br />
* There are several special moves that consistently and cleanly beat Jiren on a successful parry. DPs are one such example, but Janemba's teleport and even superdash will evade the counter and get Jiren punished for making the right call. Even assists that are already out can beat Jiren if they're lingering hitboxes, such as beam assists.<br />
* Jiren CAN counter Z-Assists with this, which can catch opponents off guard, but they might be even more ready to prepare with a reversal. Even if they're just standing still, they can simply buffer jump and not get hit by the grab.<br />
* Attack comes out on Frame 5 after Jiren teleports, meaning the opponent can also vanish or input a quick special move to get them out of danger. If the opponent vanishes/does not get hit by the grab, however, Jiren can also vanish - though he does not get any followup off of this.<br />
* Cannot be comboed after without meter, and the damage by its self is quite mediocre for such a huge risk.<br />
* Rather generously has an incredibly obvious freeze to inform the opponent that you just parried them, so they'll immediately buffer a DP.<br />
* Terrible. Don't bother unless you're catching a beam fired by someone not named Gogeta. You are more likely to be punished on a successful parry than turn the tides of the battle.<br />
<br />
This special exemplifies why people call Jiren the "worst character" in Dragon Ball FighterZ. It's a massive risk, only beats one thing, is easily countered in return, and isn't even a consistent choice. Doesn't give him combos afterwards without suffering both meter loss and scaling thanks to Vanish Attack. While it can be useful against certain playstyles or characters, especially since Jiren can somewhat deal with people vanishing out of his followups, sometimes it's just not worth it. It's not terrible for shutting down ki-blast happy opponents like Z Broly, but even then you could probably do better.<br />
<br />
Only use this to beat high committal moves like Kamehameha, or against ki-blast happy opponents like Z Broly (but even then, be careful). Be extremely careful, as characters can still use their Level 3s right when they see the freeze which can very well get you [[DBFZ/Goku#Super_Spirit_Bomb| spirit bombed]]. Not worth the risk.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Infinity Rush<br />
|input=Assist A<br />
|image=DBFZ_Jiren_InfinityRush.png |caption=Yamcha Assist ver. Beta<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a wallbounce<br />
* Siginficant blockstun<br />
Jiren's assist is comparable to Kid Buu's. It has really good blockstun, but it is hard to use in midscreen combos due to the height and untechable time of the wallbounce.<br />
(As of ver 1.21 the wallbounce now acts similar to gogeta and is easier to use midscreen)<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Grand Charge<br />
|input=Assist B<br />
|image=DBFZ_Jiren_GrandCharge.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
29 Frames of Blockstun<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Flash Fist<br />
|input=Assist C<br />
|image=DBFZ_Jiren_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Colossal Slash</font>======<br />
{{MoveData<br />
|name=Colossal Slash<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Jiren_ColossalSlash.png |caption=tha '''WHEEL'''<br />
|image2=DBFZ_Jiren_ColossalSlash2.png |caption2='''BE FREE, WHEEL'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 1 Ki Gauge<br />
* If used on the ground/as a DHC, sets up an IAD safejump that beats 2H<br />
* Minimum damage: 74*11 (814)<br />
All things accounted for, this is a pretty good super. Too bad it's overshadowed by its H+S counterpart.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Colossal Uppercut</font>======<br />
{{MoveData<br />
|name=Colossal Uppercut<br />
|input=236H+S<br />
|image=DBFZ_Jiren_ColossalUppercut.png |caption=Storing power<br />
|image2=DBFZ_Jiren_ColossalUppercut2.png |caption2='''GET THE F*CK OFF MY STAGE'''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 888<br />
* Pitiful horizontal range<br />
* Good Oki<br />
Best used in the corner to finish off the opponent. Has some good DHC potential as well.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Blazing Magnetron</font>======<br />
{{MoveData<br />
|name=Blazing Magnetron<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_Jiren_BlazingMagnetron.png |caption=''"This attack decides it!"''<br />
|image2=DBFZ_Jiren_BlazingMagnetron2.png |caption2=''"I was joking the other times, but this one might actually blast your nuts off"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 Ki Gauges<br />
* Results in a hard knockdown on hit.<br />
* Minimum Damage: 400*2, 989 (1789)<br />
* Deceptive range, explosion and red smear all are hitboxes that lead to full connect. This means that it has a small hitbox behind Jiren as well, which also connects.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Jiren]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Jiren&diff=156354DBFZ/Jiren2020-05-25T04:41:28Z<p>24.46.145.190: /* 5L */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Jiren<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Jiren_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Defensive, Counter<br />
|-<br />
| '''Team Role''' || Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
<br />
{{Bio<br />
| name = Jiren<br />
| game = DBFZ<br />
| quote = Strength is everything. All is possible with power and power alone.<br />
| lore = <br />
The strongest mortal of Universe 11, so powerful that he surpasses many universes' Gods of Destruction. From his dark past of the destruction of his home from an unknown being, he fell on the belief that strength is justice, and that he cannot trust anyone for the sake of maintaining his strength. A member of the Pride Troopers, he encounters Goku and the rest of Universe 7 during the Tournament of Power, where he serves as their most challenging foe and the final obstacle between victory or being erased from existence; through Goku, however, he learns of Universe 7's power of trust, and overcomes the dark past that haunted him for so long. (Name trivia: Jiren's name comes from Japanese word "Renji", meaning "Stove", by switching the syllables.)<br />
}}<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|Jiren}} is a defensive character who controls the flow of the match with his array of counters and anti-neutral tools.<br />
| pros =<br />
* Obscene damage with 2L or 236S starters.<br />
* 2L is a heavenly button, trading low mixup for excellent stagger strings that most characters can't even challenge out of. 2L can also catch opponents trying to jump.<br />
* Very large normals with huge hit boxes make for efficient confirms, along with great air projectiles that also give him easy confirms.<br />
* Decently versatile toolkit gives him numerous ways to approach, including projectile invulnerable moves.<br />
* Boasts a frame 1 wake-up counter for normals at the cost of a half bar.<br />
* Combo structure allows for solid synergy with most assists, and damaging confirms from assists.<br />
* 2H and 2S are amazing anti-airs that help Jiren control the neutral very well, and lets him direct the opponent to whatever corner he chooses.<br />
* All of his assists are fantastic, A assist acting as lockdown and B assist acting as a projectile immune lariat which is quite fast and has slightly more range than Bardock's.<br />
* Good ranged game with a quick "beam" 5S and a large j.S that can be buffered into 236L in case the opponent superdashes.<br />
* Can easily cream people without matchup familiarity. 214S can be used to stop careless assist usage, but you really shouldn't use it otherwise.<br />
| cons =<br />
* '''REQUIRES''' solid conditioning and reads to EVER open up the opponent outside of neutral. Jiren's 5H is slower than other command grabs, extremely telegraphed, and lacks armor. Jiren's only low is his 2M, and he has no real cheeky ways to open up opponents even with meter. You must get creative with your staggers, assists and strings in order to get hits when the opponent stops trying to beat you in neutral. Every attempt you make on opening up the opponent carries the risk of getting mashed out due to all of this.<br />
* Although he has great lights for stagger, all of his other buttons are unsafe as is 236X. While 236S is safe, it is not a true blockstring. This makes an assist desired for him so he can keep his pressure going once he goes past his lights.<br />
* Requires meter to combo off of his risky counters.<br />
* Atypical combo structure makes him difficult for beginners, and requires labbing.<br />
* Has no traditional 5H, instead he gets a slow grab. See Con 1 as to why that's bad, on top of hurting his neutral and combos.<br />
* 214S is absolutely terrible. Although it beats assists, it's easy to bait and punishable on reaction by invincible moves. Everyone can avoid it one way or another. All for pitiful damage unless you spend meter yourself.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Jiren_5L.png |caption=<br />
|image2=DBFZ_Jiren_5LL.png |caption2=<br />
|image3=DBFZ_Jiren_5LLL.png |caption3='''''Owari da'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Decent range<br />
* Pushes the opponent back considerably<br />
Pairs beautifully with 2L. 2L 5L pushes the opponent just far back enough so most 5Ls will whiff if they try to hit Jiren, enabling safe stagger pressure and very easy counters. Being safe on block is just a bonus.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Lightly launches the opponent<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Projectile<br />
* [] is on Smash hit.<br />
Easily the coolest looking autocombo ender in the game.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Jiren_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jump-cancelable on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Jiren_5H.png |caption=<br />
|image2=DBFZ_Jiren_5H2.png |caption2=I'm blasting your nuts off and there's nothing you can do<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slower than average grab.<br />
* Can only be used once per combo<br />
Useful in corner combos, as you can go straight into 2S and superdash for a followup. Midscreen, you can use 5S and vanish. It is extremely slow, but you can occasionally catch people with it if they're not expecting it. DO NOT overuse it, as it is easy for your opponent to mash out of it. You're most likely to use this in a corner combo because of how slow it is and how much damage it does.<br />
<br />
Not armored, so be careful throwing this out in strings.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Jiren_5S.png |caption=Death Blow mk. 0<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can destroy other Ki blasts and hit the opponent at the same time<br />
* Cannot be superdashed through<br />
The closest thing Jiren has to a beam. Being a 5S move, it carries some interesting properties like being able to gatling into Heavies and 2S, as well as being vanish cancelable on whiff.<br />
<br />
Can combo into 2S and 5H in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Jiren_2L.png |caption=Standalone Broly 5LL<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Scales like a medium attack, making it a powerful starter<br />
* Chains out of 5LL<br />
This is what dreams are made of. The ultimate stagger pressure tool and ToD starter. It also makes the screen shake.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Jiren_2M.png |caption=RICH BLONDE SWEEP<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jiren's only low.<br />
* Very slow.<br />
* Easily half screen range.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Jiren_2H.png |caption=Bounce 'em off the other wall<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as grounded.<br />
* Uses up Jiren's Smash.<br />
* Launches higher with more hitstun if Smash hasn't been used.<br />
* Causes a wallbounce behind Jiren.<br />
An interesting 2H that only really sees use if you're in the corner. It bounces the opponent off the wall behind Jiren, causing a sideswitch. It is generally better to use 2S due to the fact it doesn't sideswitch.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Jiren_2S.png |caption=The ''other'' 2H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Uses up Jiren's Smash.<br />
* Launches higher with more hitstun if Smash hasn't been used.<br />
* Reflects weak projectiles<br />
* Always wallbounces in the corner<br />
Even though this move's input is 2S, it functions like every other character's 2H: an attribute invincible anti-air. However, Jiren's 2S has armor instead of invincibility, so your enemy has to deal with the humiliation of seeing freeze frames of them bouncing off of Jiren's chest before being launched to the moon. This move is also Jiren's primary grounded way of comboing into superdash post-smash use (I.E. after 5H).<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Jiren_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as airborne.<br />
* Uses the same hitboxes and hurtboxes of Jiren's j.H.<br />
Jiren's low threat is pretty lacking so you most likely won't be using this much.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Jiren_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double-jump-cancelable.<br />
Useful combo extention tool in the corner after j.2S.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Jiren_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double-jump-cancelable.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Jiren_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Knockdown state changes depending on Jiren's usage of his Smash.<br />
* Autocombo version wallbounces in the corner and provides one random Dragon Ball.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Jiren_jS.png |caption=Air-to-air fireball and '''''COMBO EXTENDER, BABY!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a light wallbounce<br />
* High untech time<br />
* Can be used immediately off the ground as a standard Ki Blast instead of 5S<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Jiren_j2H.png |caption=Spin to Win<br />
|image2=DBFZ_Jiren_j2H2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on fully charged.<br />
*After the Season 3 buffs, both the charged and uncharged versions cause a sliding knockdown regardless of when the attack hits<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2S</font>======<br />
{{MoveData<br />
|name=j.2S<br />
|image=DBFZ_Jiren_j2S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Groundbounces<br />
* Combos into fully charged j.2H in the corner<br />
* One of Jiren's best tools, as it can lead to full combos easily with assists<br />
* Can end combos relatively close to the ground with this & convert into Level 1 mid-screen<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Infinity Rush</font>======<br />
{{MoveData<br />
|name=Infinity Rush<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Jiren_InfinityRush.png |caption=*Inevitability intensifies*<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Because of it's disjointed hitbox, the air version can be used to prevent superdashes after j.S/j.2S.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Wallbounces<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Launches the opponent<br />
*Covers a longer distance<br />
*Ground version combos into 5H in the corner<br />
*Air version groundbounces; so long as Jiren doesn't touch the ground upon connecting with this version, j.H causes a sliding knockdown.<br />
<br />
Mostly blockstring or combo filler. Notable for being Jiren's only special that gives him a true blockstring, but it's unsafe.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Shock Tornado</font>======<br />
{{MoveData<br />
|name=Shock Tornado<br />
|input=214L/M/H<br />
|image=DBFZ_Jiren_ShockTornado1.png |caption=Why can't they both beat mids?<br />
|image2=DBFZ_Jiren_ShockTornado2.png |caption2='''''"PREDICTABO"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Stands and counters all physical hits. Highs, lows, whatever.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Crouches, and counters only Low attacks.<br />
Extremely risky and best avoided in most scenarios, but it thankfully has low recovery.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Stands and counters all non-projectile normals.<br />
* Frame 1<br />
* Combos from this will deal only recoverable blue health damage, meaning a quick spark or tag will quickly undo any damage done.<br />
This is your go-to panic button. If you have the meter, it's a great tool to try and save Jiren. Not ideal otherwise as the blue health penalty is very harsh.<br />
}}<br />
{{Description|9|text=<br />
*Jiren prepares for a counter-attack. When hit with a '''physical''' non-super attack, Jiren will freeze and spin the opponent into the air with a judo throw. The opponent cannot escape.<br />
*Cannot be comboed after. Requires Vanish or Meter to do any real damage from this.<br />
*Will not counter projectiles or grabs.<br />
Jiren's staple counter. Deals a good chunk of damage, but it's effectively a glorified DP and as such is quite risky. Unlike a DP, you can't empty vanish in Sparking to save yourself and you will still lose to Dragon Rush, so you're trading some protection for damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Grand Charge</font>======<br />
{{MoveData<br />
|name=Grand Charge<br />
|input=236S<br />
|image=DBFZ_Jiren_GrandCharge.png |caption=Shades of Juggernaut<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable to projectiles while the barrier is up<br />
* However, the projectile barrier runs out a few frames before Jiren recovers, so if your opponent is spamming ki blasts they will catch you<br />
* Safe on block.<br />
* Ridiculously high damage combo filler<br />
<br />
This move is too slow to use effectively in neutral, but it functions as a devastating frametrap in blockstring. You get a massive combo if it trades and it jails into vanish.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Counter Impact</font>======<br />
{{MoveData<br />
|name=Counter Impact<br />
|input=214S<br />
|image=DBFZ_Jiren_CounterImpact1.png |caption=''"I'm waiting!"''<br />
|image2=DBFZ_Jiren_CounterImpact2.png |caption2=''Oh please for the love of god don't DP.''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Probably the worst special move in the entire game. Far too risky and inconsistent to justify its low reward.<br />
* Counter attack that works against projectiles and assists. Loses to everything else.<br />
* Hold the button to extend the parry duration.<br />
* Jiren teleports to the opponent's location on a successful counter, even if the opponent is airborne. This often results in Jiren getting blasted in the face.<br />
* There are several special moves that consistently and cleanly beat Jiren on a successful parry. DPs are one such example, but Janemba's teleport and even superdash will evade the counter and get Jiren punished for making the right call. Even assists that are already out can beat Jiren if they're lingering hitboxes, such as beam assists.<br />
* Jiren CAN counter Z-Assists with this, which can catch opponents off guard, but they might be even more ready to prepare with a reversal. Even if they're just standing still, they can simply buffer jump and not get hit by the grab.<br />
* Attack comes out on Frame 5 after Jiren teleports, meaning the opponent can also vanish or input a quick special move to get them out of danger. If the opponent vanishes/does not get hit by the grab, however, Jiren can also vanish - though he does not get any followup off of this.<br />
* Cannot be comboed after without meter, and the damage by its self is quite mediocre for such a huge risk.<br />
* Rather generously has an incredibly obvious freeze to inform the opponent that you just parried them, so they'll immediately buffer a DP.<br />
* Terrible. Don't bother unless you're catching a beam fired by someone not named Gogeta. You are more likely to be punished on a successful parry than turn the tides of the battle.<br />
<br />
This special exemplifies why people call Jiren the "worst character" in Dragon Ball FighterZ. It's a massive risk, only beats one thing, is easily countered in return, and isn't even a consistent choice. Doesn't give him combos afterwards without suffering both meter loss and scaling thanks to Vanish Attack. While it can be useful against certain playstyles or characters, especially since Jiren can somewhat deal with people vanishing out of his followups, sometimes it's just not worth it. It's not terrible for shutting down ki-blast happy opponents like Z Broly, but even then you could probably do better.<br />
<br />
Only use this to beat high committal moves like Kamehameha, or against ki-blast happy opponents like Z Broly (but even then, be careful). Be extremely careful, as characters can still use their Level 3s right when they see the freeze which can very well get you [[DBFZ/Goku#Super_Spirit_Bomb| spirit bombed]]. Not worth the risk.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Infinity Rush<br />
|input=Assist A<br />
|image=DBFZ_Jiren_InfinityRush.png |caption=Yamcha Assist ver. Beta<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a wallbounce<br />
* Siginficant blockstun<br />
Jiren's assist is comparable to Kid Buu's. It has really good blockstun, but it is hard to use in midscreen combos due to the height and untechable time of the wallbounce.<br />
(As of ver 1.21 the wallbounce now acts similar to gogeta and is easier to use midscreen)<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Grand Charge<br />
|input=Assist B<br />
|image=DBFZ_Jiren_GrandCharge.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
29 Frames of Blockstun<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Flash Fist<br />
|input=Assist C<br />
|image=DBFZ_Jiren_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Colossal Slash</font>======<br />
{{MoveData<br />
|name=Colossal Slash<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Jiren_ColossalSlash.png |caption=tha '''WHEEL'''<br />
|image2=DBFZ_Jiren_ColossalSlash2.png |caption2='''BE FREE, WHEEL'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 1 Ki Gauge<br />
* If used on the ground/as a DHC, sets up an IAD safejump that beats 2H<br />
* Minimum damage: 74*11 (814)<br />
All things accounted for, this is a pretty good super. Too bad it's overshadowed by its H+S counterpart.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Colossal Uppercut</font>======<br />
{{MoveData<br />
|name=Colossal Uppercut<br />
|input=236H+S<br />
|image=DBFZ_Jiren_ColossalUppercut.png |caption=Storing power<br />
|image2=DBFZ_Jiren_ColossalUppercut2.png |caption2='''GET THE F*CK OFF MY STAGE'''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 888<br />
* Pitiful horizontal range<br />
* Good Oki<br />
Best used in the corner to finish off the opponent. Has some good DHC potential as well.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Blazing Magnetron</font>======<br />
{{MoveData<br />
|name=Blazing Magnetron<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_Jiren_BlazingMagnetron.png |caption=''"This attack decides it!"''<br />
|image2=DBFZ_Jiren_BlazingMagnetron2.png |caption2=''"I was joking the other times, but this one might actually blast your nuts off"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Costs 3 Ki Gauges<br />
* Results in a hard knockdown on hit.<br />
* Minimum Damage: 400*2, 989 (1789)<br />
* Deceptive range, explosion and red smear all are hitboxes that lead to full connect. This means that it has a small hitbox behind Jiren as well, which also connects.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Jiren]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku_Black&diff=156353DBFZ/Goku Black2020-05-25T04:39:44Z<p>24.46.145.190: /* Assist A */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku Black<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Goku_Black_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Balanced, Footsies, Toolbox<br />
|-<br />
| '''Team Role''' || Middle, Anchor<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Goku Black<br />
| game = DBFZ<br />
| icon = DBFZ_GokuBlack_Icon.png<br />
| quote = My very being towers above all...all things...the whole universe!<br />
| lore = <br />
Zamasu, a Supreme Kai-in-training from Universe 10, takes it upon himself to purge mortals in his misguided effort to protect the multiverse. As part of this plan, he uses the Super Dragon Balls to switch bodies with Goku, using the Saiyan hero's immense power, combined with his own godly abilities, to carry out the genocide of all mortals as the dark savior, "Goku Black". In an effort to surpass and mock the Saiyan warriors, he developed his own transformation, Super Saiyan Rosé, a pink variation of the Super Saiyan God Super Saiyan transformation. (Name trivia: Super Saiyan Rosé could be named in the same convention as other gods, being a pun on Rosé wine.)<br />
<br />
In ''Dragon Ball FighterZ'', Goku Black possesses a similar gameplan to that of Super Saiyan Goku, albeit with a larger emphasis on long-ranged attacks and mixups. He can enlist the aid of Future Zamasu to pin opponents down with a unique variant of his Kamehameha.<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|Goku Black}} is a flawlessly balanced character that dictates the flow of the game with ridiculous corner carry and magnificent moves.<br />
| pros =<br />
* Simple core gameplan and very low execution BnBs, which are universal.<br />
* 5LLL has a massive hitbox and is practically an anti-air.<br />
* God Slicer blades grant him huge disjointed attacks while also deflecting ki blasts. His infamous 2H is arguably the best of its kind, having an extremely large hitbox with many active frames.<br />
* Black's j.H is an excellent normal, boasting amazing range and simultaneously bypassing buttons due to the nature of it's animation that dodges attacks. <br />
* Has some of the better neutral options among the cast; God Slicer and Fierce God Kick are screen-wide approach options, and Black still has access to a standard beam and his aforementioned normals.<br />
* The easiest corner carry in the game from literally anywhere with meter.<br />
* Has a bag of tricks with Instant Transmission and Binding Black Kamehameha.<br />
* Assist A is a beam assist. <br />
| cons =<br />
* '''NEEDS''' assists in order to make his pressure safe. By himself, he heavily struggles to open up opponents with proper defense.<br />
* Fairly one-dimensional when his gimmicks don't work.<br />
* His mix-up game is definitely not subarashi, as his only low is an ordinary 2M.<br />
* Somewhat slow startup and recovery on some of his moves, alongside with being telegraphed such as Fierce God Kick or Instant Transmission. <br />
* The Work of a God has below-average damage when scaled, and has little true Oki when used outside of facing a corner.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_GokuBlack_5L.png |caption=Because, Vegeta,<br />
|image2=DBFZ_GokuBlack_5LL.png |caption2=a rose by any other name<br />
|image3=DBFZ_GokuBlack_5LLL.png |caption3=is still Goku.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Standard jab.<br />
An open-palm stab. A fair bit longer than most other standing jabs and can hit crouching opponents. Has much better reach and cancel options than 2L.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Autocorrects on side-switch.<br />
* Has the damage and scaling of a Medium.<br />
Moves Goku Black forward a good distance and has great range, enough to completely close the gap if reflected. The outer part of his leg does not have a hurtbox but does have a hitbox, making it a fantastic disjoint. Will almost always connect after 5L, similar to Bardock but not as good. Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral, especially since it has fantastic scaling.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Consumes Goku Black's Smash on hit.<br />
* Always results in a Smash, regardless of whether or not Smash has been used up in a combo.<br />
* Pressing Light on hit will result in a Super Dash.<br />
* Completing the air autocombo immediately after this move will result in a Dynamic hit.<br />
* Autocorrects on side-switch.<br />
Rising strike using Goku Black's signature Ki technique, God Slicer, that causes the ground to erupt with Ki. Both the blade and the Ki eruption have a hitbox, granting the move both extreme range and active frames. Often sees use in extended combos such as continuing a combo after Vanish or certain optimal corner routes.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_GokuBlack_5M.png |caption=Yo, check out this cool ring I got. Makes me immune to plot holes.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jump cancelable on hit.<br />
A gut punch that moves Goku Black forward. As basic as a 5M can get, though it is still important for extending combos without expending Black's Smash through a jump cancel. Use 5LL instead if possible.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_GokuBlack_5H.png |caption=y a i b a<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Consumes Goku Black's Smash on hit.<br />
* Wall bounces if Smash is available.<br />
* Pressing Heavy on hit will result in a Super Dash.<br />
* Can deflect Ki blasts.<br />
A downward slash with a God Slicer that moves Goku Black forward. Has massive range both horizontally and vertically, giving Black an attack that can easily punish poor spacing. It can blow through all sorts of attacks thanks to the God Slicer's massive disjoint and ki blast deflection. In combos, it can be followed up with Super Dash mid-screen for good corner carry or it can be looped in the corner with the use of assists for big damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_GokuBlack_5S.png |caption="Is it not beautiful?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is the projectile.<br />
* The projectile hitbox lacks any proration.<br />
* The blade deflects ki blasts, the projectile clashes with ki blasts.<br />
* The ki blast won't come out if the blade hits something.<br />
* Performing the move as 6S makes the projectile travel instantaneously.<br />
* Super important in the corner, as it lets you confirm superdash off of it if you've used smash on anything<br />
* Can now go from 5S into 5H or 2H for more damage<br />
<br />
Goku Black slashes the air with his God Slicer, releasing a Ki blast that travels slowly at first but picks up speed rapidly. Slightly negative on block if the blade connects but the ki wave deals a large amount of blockstun, leaving Black positive even up close. This move's ability to deflect ki blasts and retaliate with a ki blast of his own allows Black to shut down any zoning done with low durability projectiles. Though the ki blast does less damage than the blade, the absence of poration on it makes it fantastic for boosting a combo's damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_GokuBlack_2L.png |caption=Adult Gohan's 5L, but slightly worse.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Cancels into 5L, even on whiff.<br />
* Can now cancel into itself for to allow Goku Black stagger pressure on the opponent<br />
Basic crouch jab that does not hit low, though it has a deceptively large hitbox. While it has better range than 5L, it has worse frame data and cancel options. At max range, 2L won't combo into 5L, making it impossible to combo into 5LL which hurts the damage of any combo that this scenario starts. Can now use 2L as a staggering tool due to being able to cancel into itself.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_GokuBlack_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Goku Black's only low.<br />
Leg sweep that hits low and moves Goku Black forward slightly giving it more reach than expected. 2M is the key to all of Black's mix-ups. Use it after doing Instant Transmission then time j.H so that the hit box doesn't come out for a deceptive empty jump low. One of Black's best starters in terms of damage and practicality, though thanks to his amazing 5LL this isn't his go to attack for following up vanishes like most of the cast.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_GokuBlack_2H.png |caption=This is the 2H of a God!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Consumes Goku Black's Smash on hit.<br />
* Deals extended hitstun if Smash is available.<br />
* Head attribute invincible during start-up and active frames.<br />
* Deflects Ki blasts.<br />
Goku Black moves forward while doing an upward slash with a God Slicer. Infamous for having an extremely large hitbox with many active frames, arguably the best 2H in the game in when it comes to neutral. Like all other God Slicer using attacks, 2H has fantastic disjoint and can deflect ki blasts. Can be canceled into 5S for pressure resets or into Kamehameha to frame trap opponents who try to mash out of pressure. The Smash version is used in combination with EX God Slicer for corner-to-corner combos thanks to the height that it provides. Doesn't see much use in Black's optimal corner combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_GokuBlack_6M.png |caption=Why it's orange we may never know.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Same hitboxes as j.H.<br />
* Universal overhead.<br />
* Jumps over lows.<br />
Goku Black does a short hop into a flip kick, hitting opponents overhead. Very basic, Black has other tools that can do the same job. Requires an assist or Sparking Blast to convert a successful hit into a combo.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_GokuBlack_jL.png |caption=Why's he doing the beyblade motion?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double jump cancelable.<br />
* Cancels into itself.<br />
Aerial chop that makes a good air-to-air normal due to its horizontal range. Its vertical range leaves much to be desired, resulting in whiffs during combos if the opponent is slightly below Goku Black. This also makes it difficult to hit short characters crouching and makes it near impossible for Black to set up fuzzies.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_GokuBlack_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double jump cancelable.<br />
* Reverse beats into j.L.<br />
Aerial roundhouse kick that serves as a decent jump-in attack but it is primarily used as combo filler.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_GokuBlack_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Knockdown state depends on Smash utilization.<br />
* Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball.<br />
Flip kick with excellent range and damage, making it Goku Black's best jump-in and air-to-ground combo starter. Has fantastic synergy with his Instant Transmission where the timing of the input allows Goku to either complete the move and hit overhead or touch the ground before the hitboxes appear to shift into 2M for a low. Rarely used to end air combos as he has a better option in j.S to Light God Slicer. Can also be used to acquire Dragon Balls or summon Shenron if all the Dragon Balls have been discovered and Black has 7 bars.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_GokuBlack_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Standard air ki blast that is angled diagonally downward. Used to end air combos with either the light or heavy version of God Slicer, the former for follow-up supers and the latter for a corner knockdown. Can poke opponents to button check them in neutral, leading into a combo on hit if vanish canceled. Be wary, this ki blast is beaten by higher priority projectiles, super armored moves, and Super Dash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_GokuBlack_j2H.png |caption=Legs.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double jump cancelable.<br />
* Consumes Smash on hit.<br />
* Launches higher with more hitstun if Smash is available.<br />
* Press H to follow-up with a Super Dash.<br />
Upward split kick used to extend air combos by using Goku Black's Smash to combo into Super Dash or lead into additional air normals by canceling the non-Smash version into a double jump. Doesn't hit overhead like Black's other air normals.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">God Slicer</font>======<br />
{{MoveData<br />
|name=God Slicer<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_GokuBlack_GodSlicer.png |caption=To the corner with you!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku Black fires a Ki blast ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* All versions of this move puts Goku Black airborne immediately. <br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* Causes a sliding knockdown.<br />
* Has superb corner carry if it lands on the opponent while in midscreen.<br />
* Can only be comboed into while in the corner due to slower start up unless used after a Vanish.<br />
Against some characters in the corner, Goku Black can tack on an j.H for a smidge more damage. This tech is mostly useless as it removes your slide knockdown, but it can help if you have no meter and need to close the round.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 0.5 bar of meter.<br />
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* Has all the advantages of the Medium version combined with the speed of the Light version.<br />
----<br />
A staple of Goku Black's combos. Generally comboed into from j.S during air combos. The Medium version of God Slicer is a great move for ending combos in the corner since it deals good damage and causes sliding knockdown, while the Heavy version of God Slicer is especially noteworthy for being one of the best EX Specials in the game since it allows Goku Black to corner carry and cause a sliding knockdown no matter the situation for only half a meter. Additionally, if Goku Black has his back against the corner, a simple combo into Vanish > M God Slicer will switch his position with the opponent while still giving a sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Instant Transmission</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=214L/M/H<br />
|image=DBFZ_GokuBlack_InstantTransmission.png |caption=''*teleports behind you*''<br />
|image2=DBFZ_GokuBlack_InstantTransmission2.png |caption2=Nothing personnel, kid.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleport to the air directly in front of the opponent.<br />
* Can be used instead of Super Dash to followup a successful 2H.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleport to the air slightly away from the front of the opponent.<br />
* Can be used after knockdowns for safejump pressure and to bait enemy anti-airs.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 0.5 bar of meter.<br />
* Teleport to the air directly behind the opponent.<br />
----<br />
One of Goku Black's main tools for opening up opponents. Black is free to move immediately after teleporting, allowing him mix-up opponents in a variety of ways including hitting overhead with j.H, empty-jumping low with 2M, or crossing-up with IAD j.M. Long start-up and airborne state means it is easy to react to and punish, so assists are needed to use this move safely.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Fierce God Kick</font>======<br />
{{MoveData<br />
|name=Fierce God Kick<br />
|input=j.214L/M/H<br />
|image=DBFZ_GokuBlack_FierceGodKick.png |caption=Straight From Heaven<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A Ki-empowered dive kick.<br />
* Does not cause a knockdown.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A Ki-empowered dive kick that carries the opponent to the ground.<br />
* Smash version bounces opponents for combo extensions.<br />
* Wall bounces if Black reaches the corner before the ground.<br />
* Slower startup than the Light version.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A Ki-empowered dive kick that carries the opponent to the ground.<br />
* Smash version bounces opponents for combo extensions.<br />
* Wall bounces if Black reaches the corner before the ground.<br />
* Same startup speed as the Light version.<br />
----<br />
The light version is a powerful mobility tool for Goku Black though it is vulnerable to anti-airs. The medium and heavy versions are used for corner carry and optimal corner combos. The ground bounce version gives Black the best possible combo options so aim for it over the more limiting wall bounce. Requires a vanish or an assist to continue combos after the light version anywhere.<br />
The Medium Version can be combed w/ certain assists (Kefla, Gogeta, Zamasu, Trunks(Near the Corner), Vegito) Just to name a few<br />
The heavy version can be followed up w a dragon dash now. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Black Kamehameha</font>======<br />
{{MoveData<br />
|name=Black Kamehameha<br />
|input=236S<br />
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption="Anime players have no neutral."<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Plows through ki blasts.<br />
* Has the same utility as other beams<br />
Goku Black unleashes a Kamehameha that goes full screen. Cannot be angled or used in mid-air which limits its usefulness, but it recovers 2 frames faster than SSJ Goku's or Gohan's beams. This is Black's best zoning tool as well as a decent frame trap when it is used after a heavy on block.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Binding Black Kamehameha</font>======<br />
{{MoveData<br />
|name=Binding Black Kamehameha<br />
|input=214S<br />
|image=DBFZ_GokuBlack_BindingBlackKamehameha.png |caption=Bind 'em n' blast 'em<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is if the grab whiff.<br />
* Whiff version scales like the normal Kamehameha, grab version is highly scaled like most grabs.<br />
* The whiffed Binding Black Kamehameha has less active frames, longer start-up, and 2 less hits compared to the normal Black Kamehameha.<br />
Zamasu appears behind the opponent and grabs them while Goku Black fires a Kamehameha. Even if Zamasu misses the grab, Goku Black will still fire off the Kamehameha. As a full screen command grab, this move is an important tool in Black's mix-up game. Use sparingly as this move is fairly easy to avoid by either jumping or hitting Black during the long start-up.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Black Kamehameha<br />
|input=Assist A<br />
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption=An assist that even the Gods would be envious of.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Same as Goku Black's Black Kamehameha.<br />
Goku Black warps in and unleashes a Kamehameha that goes full screen. This beam assist is fantastic at controlling space, keeping opponents locked down, and for extending combos. Pairs well with Super Saiyan Goku's Kamehameha assist for double beam coverage. Goku Black's assist comes out faster and recovers slower than SS Goku's, leaving him vulnerable for longer after launching his attack.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Godly Severance<br />
|input=Assist B<br />
|image=DBFZ_GokuBlack_5LLL.png |caption=Swat them outta the sky.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* MASSIVE anti air, great for combos and stopping super dash.<br />
* Around 40-45f of Hitstun, 29f of blockstun<br />
* Launches opponents up, continues combos and enables aerial dragon rush for characters without access to SKD through conventional means.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Fierce God Kick<br />
|input=Assist C<br />
|image=DBFZ_GokuBlack_FierceGodKick.png |caption=Strider called... he wants Vajra back.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Dive kick assist.<br />
*Can actually track the opponent anywhere on screen, but the tracking can be tricky to get used to.<br />
*Due to it being able to track, it can be a really good assist to use in neutral and can set up really stylish combos.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">God Slicer Dance</font>======<br />
{{MoveData<br />
|name=God Slicer Dance<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_GokuBlack_GodSlicerDance.png |caption=''"Punishment of the gods!"''<br />
|image2=DBFZ_GokuBlack_GodSlicerDance2.png |caption2=''"Taste my blade!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Is Goku Black's Ultimate Z Change Super.<br />
* Minimum damage is the same regardless of how many ki blades land. Minimum is 810.<br />
* Cinematic follow up doesn't play unless at least one projectile hits the opponent.<br />
* Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks.<br />
* Unlike all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts.<br />
Goku Black unleashes a barrage of ki blades that embed themselves in the opponent before detonating. The explosion's non-minimum damage depends on how many ki blades hit. However, the minimum damage is consistent so it is either 7*18, 720 or 5*18, 720. The projectile priority of this super is pretty low so it can be eaten up by other projectiles fairly easily. Doesn't provide a knockdown but it does more damage than his other level 1 super so use this whenever you are aiming for more damage without DHCing. If you are at a high height and wish to DHC, use his other level 1.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Holy Light Grenade</font>======<br />
{{MoveData<br />
|name=Holy Light Grenade<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_GokuBlack_HolyLightGrenade.png |caption=''"Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him."''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 300, 480.<br />
* Goku Black jumps into the air to prepare the attack if he does this super on the ground.<br />
Goku Black and Zamasu both create a sphere of Ki in their hands, then combine them into a more powerful sphere before dropping it on the enemy. Opponents trapped in it are carried all the way to the ground, making this useful for Ultimate Z Changes. Hits once at the beginning, once at the end, and hits multiple times in the middle based on how far the opponent is carried by the ki sphere. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">The Work of a God</font>======<br />
{{MoveData<br />
|name=The Work of a God<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_GokuBlack_TheWorkOfAGod.png |caption=''"Taste divine fury!"''<br />
|image2=DBFZ_GokuBlack_TheWorkOfAGod2.png |caption2= ''"I hope you're ready!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 1703.<br />
* Invincible on start-up.<br />
* Results in a hard knockdown on hit.<br />
* Projectile clashes with other supers, beats ki blasts and other non-super projectile.<br />
Goku Black forms the Sickle of Sorrow before using it to release a powerful wave of Ki across the screen that creates a dimensional rift upon damaging the opponent. Clones of Black then spawn from the rift and rapidly attack the opponent before he finishes off his flurry of attacks with another rift tearing strike. Inflicts a hard knockdown on the opponent giving Black the chance to do a safe jump and continue his offense, though the knockback makes it difficult to use outside of the corner. This move is Goku Black's only invincible reversal but it is both expensive and risky so use it wisely.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku Black]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku_Black&diff=156352DBFZ/Goku Black2020-05-25T04:39:26Z<p>24.46.145.190: /* Binding Black Kamehameha */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku Black<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Goku_Black_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Balanced, Footsies, Toolbox<br />
|-<br />
| '''Team Role''' || Middle, Anchor<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Goku Black<br />
| game = DBFZ<br />
| icon = DBFZ_GokuBlack_Icon.png<br />
| quote = My very being towers above all...all things...the whole universe!<br />
| lore = <br />
Zamasu, a Supreme Kai-in-training from Universe 10, takes it upon himself to purge mortals in his misguided effort to protect the multiverse. As part of this plan, he uses the Super Dragon Balls to switch bodies with Goku, using the Saiyan hero's immense power, combined with his own godly abilities, to carry out the genocide of all mortals as the dark savior, "Goku Black". In an effort to surpass and mock the Saiyan warriors, he developed his own transformation, Super Saiyan Rosé, a pink variation of the Super Saiyan God Super Saiyan transformation. (Name trivia: Super Saiyan Rosé could be named in the same convention as other gods, being a pun on Rosé wine.)<br />
<br />
In ''Dragon Ball FighterZ'', Goku Black possesses a similar gameplan to that of Super Saiyan Goku, albeit with a larger emphasis on long-ranged attacks and mixups. He can enlist the aid of Future Zamasu to pin opponents down with a unique variant of his Kamehameha.<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|Goku Black}} is a flawlessly balanced character that dictates the flow of the game with ridiculous corner carry and magnificent moves.<br />
| pros =<br />
* Simple core gameplan and very low execution BnBs, which are universal.<br />
* 5LLL has a massive hitbox and is practically an anti-air.<br />
* God Slicer blades grant him huge disjointed attacks while also deflecting ki blasts. His infamous 2H is arguably the best of its kind, having an extremely large hitbox with many active frames.<br />
* Black's j.H is an excellent normal, boasting amazing range and simultaneously bypassing buttons due to the nature of it's animation that dodges attacks. <br />
* Has some of the better neutral options among the cast; God Slicer and Fierce God Kick are screen-wide approach options, and Black still has access to a standard beam and his aforementioned normals.<br />
* The easiest corner carry in the game from literally anywhere with meter.<br />
* Has a bag of tricks with Instant Transmission and Binding Black Kamehameha.<br />
* Assist A is a beam assist. <br />
| cons =<br />
* '''NEEDS''' assists in order to make his pressure safe. By himself, he heavily struggles to open up opponents with proper defense.<br />
* Fairly one-dimensional when his gimmicks don't work.<br />
* His mix-up game is definitely not subarashi, as his only low is an ordinary 2M.<br />
* Somewhat slow startup and recovery on some of his moves, alongside with being telegraphed such as Fierce God Kick or Instant Transmission. <br />
* The Work of a God has below-average damage when scaled, and has little true Oki when used outside of facing a corner.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_GokuBlack_5L.png |caption=Because, Vegeta,<br />
|image2=DBFZ_GokuBlack_5LL.png |caption2=a rose by any other name<br />
|image3=DBFZ_GokuBlack_5LLL.png |caption3=is still Goku.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Standard jab.<br />
An open-palm stab. A fair bit longer than most other standing jabs and can hit crouching opponents. Has much better reach and cancel options than 2L.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Autocorrects on side-switch.<br />
* Has the damage and scaling of a Medium.<br />
Moves Goku Black forward a good distance and has great range, enough to completely close the gap if reflected. The outer part of his leg does not have a hurtbox but does have a hitbox, making it a fantastic disjoint. Will almost always connect after 5L, similar to Bardock but not as good. Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral, especially since it has fantastic scaling.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Consumes Goku Black's Smash on hit.<br />
* Always results in a Smash, regardless of whether or not Smash has been used up in a combo.<br />
* Pressing Light on hit will result in a Super Dash.<br />
* Completing the air autocombo immediately after this move will result in a Dynamic hit.<br />
* Autocorrects on side-switch.<br />
Rising strike using Goku Black's signature Ki technique, God Slicer, that causes the ground to erupt with Ki. Both the blade and the Ki eruption have a hitbox, granting the move both extreme range and active frames. Often sees use in extended combos such as continuing a combo after Vanish or certain optimal corner routes.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_GokuBlack_5M.png |caption=Yo, check out this cool ring I got. Makes me immune to plot holes.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jump cancelable on hit.<br />
A gut punch that moves Goku Black forward. As basic as a 5M can get, though it is still important for extending combos without expending Black's Smash through a jump cancel. Use 5LL instead if possible.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_GokuBlack_5H.png |caption=y a i b a<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Consumes Goku Black's Smash on hit.<br />
* Wall bounces if Smash is available.<br />
* Pressing Heavy on hit will result in a Super Dash.<br />
* Can deflect Ki blasts.<br />
A downward slash with a God Slicer that moves Goku Black forward. Has massive range both horizontally and vertically, giving Black an attack that can easily punish poor spacing. It can blow through all sorts of attacks thanks to the God Slicer's massive disjoint and ki blast deflection. In combos, it can be followed up with Super Dash mid-screen for good corner carry or it can be looped in the corner with the use of assists for big damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_GokuBlack_5S.png |caption="Is it not beautiful?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is the projectile.<br />
* The projectile hitbox lacks any proration.<br />
* The blade deflects ki blasts, the projectile clashes with ki blasts.<br />
* The ki blast won't come out if the blade hits something.<br />
* Performing the move as 6S makes the projectile travel instantaneously.<br />
* Super important in the corner, as it lets you confirm superdash off of it if you've used smash on anything<br />
* Can now go from 5S into 5H or 2H for more damage<br />
<br />
Goku Black slashes the air with his God Slicer, releasing a Ki blast that travels slowly at first but picks up speed rapidly. Slightly negative on block if the blade connects but the ki wave deals a large amount of blockstun, leaving Black positive even up close. This move's ability to deflect ki blasts and retaliate with a ki blast of his own allows Black to shut down any zoning done with low durability projectiles. Though the ki blast does less damage than the blade, the absence of poration on it makes it fantastic for boosting a combo's damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_GokuBlack_2L.png |caption=Adult Gohan's 5L, but slightly worse.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Cancels into 5L, even on whiff.<br />
* Can now cancel into itself for to allow Goku Black stagger pressure on the opponent<br />
Basic crouch jab that does not hit low, though it has a deceptively large hitbox. While it has better range than 5L, it has worse frame data and cancel options. At max range, 2L won't combo into 5L, making it impossible to combo into 5LL which hurts the damage of any combo that this scenario starts. Can now use 2L as a staggering tool due to being able to cancel into itself.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_GokuBlack_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Goku Black's only low.<br />
Leg sweep that hits low and moves Goku Black forward slightly giving it more reach than expected. 2M is the key to all of Black's mix-ups. Use it after doing Instant Transmission then time j.H so that the hit box doesn't come out for a deceptive empty jump low. One of Black's best starters in terms of damage and practicality, though thanks to his amazing 5LL this isn't his go to attack for following up vanishes like most of the cast.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_GokuBlack_2H.png |caption=This is the 2H of a God!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Consumes Goku Black's Smash on hit.<br />
* Deals extended hitstun if Smash is available.<br />
* Head attribute invincible during start-up and active frames.<br />
* Deflects Ki blasts.<br />
Goku Black moves forward while doing an upward slash with a God Slicer. Infamous for having an extremely large hitbox with many active frames, arguably the best 2H in the game in when it comes to neutral. Like all other God Slicer using attacks, 2H has fantastic disjoint and can deflect ki blasts. Can be canceled into 5S for pressure resets or into Kamehameha to frame trap opponents who try to mash out of pressure. The Smash version is used in combination with EX God Slicer for corner-to-corner combos thanks to the height that it provides. Doesn't see much use in Black's optimal corner combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_GokuBlack_6M.png |caption=Why it's orange we may never know.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Same hitboxes as j.H.<br />
* Universal overhead.<br />
* Jumps over lows.<br />
Goku Black does a short hop into a flip kick, hitting opponents overhead. Very basic, Black has other tools that can do the same job. Requires an assist or Sparking Blast to convert a successful hit into a combo.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_GokuBlack_jL.png |caption=Why's he doing the beyblade motion?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double jump cancelable.<br />
* Cancels into itself.<br />
Aerial chop that makes a good air-to-air normal due to its horizontal range. Its vertical range leaves much to be desired, resulting in whiffs during combos if the opponent is slightly below Goku Black. This also makes it difficult to hit short characters crouching and makes it near impossible for Black to set up fuzzies.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_GokuBlack_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double jump cancelable.<br />
* Reverse beats into j.L.<br />
Aerial roundhouse kick that serves as a decent jump-in attack but it is primarily used as combo filler.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_GokuBlack_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Knockdown state depends on Smash utilization.<br />
* Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball.<br />
Flip kick with excellent range and damage, making it Goku Black's best jump-in and air-to-ground combo starter. Has fantastic synergy with his Instant Transmission where the timing of the input allows Goku to either complete the move and hit overhead or touch the ground before the hitboxes appear to shift into 2M for a low. Rarely used to end air combos as he has a better option in j.S to Light God Slicer. Can also be used to acquire Dragon Balls or summon Shenron if all the Dragon Balls have been discovered and Black has 7 bars.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_GokuBlack_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Standard air ki blast that is angled diagonally downward. Used to end air combos with either the light or heavy version of God Slicer, the former for follow-up supers and the latter for a corner knockdown. Can poke opponents to button check them in neutral, leading into a combo on hit if vanish canceled. Be wary, this ki blast is beaten by higher priority projectiles, super armored moves, and Super Dash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_GokuBlack_j2H.png |caption=Legs.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double jump cancelable.<br />
* Consumes Smash on hit.<br />
* Launches higher with more hitstun if Smash is available.<br />
* Press H to follow-up with a Super Dash.<br />
Upward split kick used to extend air combos by using Goku Black's Smash to combo into Super Dash or lead into additional air normals by canceling the non-Smash version into a double jump. Doesn't hit overhead like Black's other air normals.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">God Slicer</font>======<br />
{{MoveData<br />
|name=God Slicer<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_GokuBlack_GodSlicer.png |caption=To the corner with you!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku Black fires a Ki blast ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* All versions of this move puts Goku Black airborne immediately. <br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* Causes a sliding knockdown.<br />
* Has superb corner carry if it lands on the opponent while in midscreen.<br />
* Can only be comboed into while in the corner due to slower start up unless used after a Vanish.<br />
Against some characters in the corner, Goku Black can tack on an j.H for a smidge more damage. This tech is mostly useless as it removes your slide knockdown, but it can help if you have no meter and need to close the round.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 0.5 bar of meter.<br />
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* Has all the advantages of the Medium version combined with the speed of the Light version.<br />
----<br />
A staple of Goku Black's combos. Generally comboed into from j.S during air combos. The Medium version of God Slicer is a great move for ending combos in the corner since it deals good damage and causes sliding knockdown, while the Heavy version of God Slicer is especially noteworthy for being one of the best EX Specials in the game since it allows Goku Black to corner carry and cause a sliding knockdown no matter the situation for only half a meter. Additionally, if Goku Black has his back against the corner, a simple combo into Vanish > M God Slicer will switch his position with the opponent while still giving a sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Instant Transmission</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=214L/M/H<br />
|image=DBFZ_GokuBlack_InstantTransmission.png |caption=''*teleports behind you*''<br />
|image2=DBFZ_GokuBlack_InstantTransmission2.png |caption2=Nothing personnel, kid.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleport to the air directly in front of the opponent.<br />
* Can be used instead of Super Dash to followup a successful 2H.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleport to the air slightly away from the front of the opponent.<br />
* Can be used after knockdowns for safejump pressure and to bait enemy anti-airs.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 0.5 bar of meter.<br />
* Teleport to the air directly behind the opponent.<br />
----<br />
One of Goku Black's main tools for opening up opponents. Black is free to move immediately after teleporting, allowing him mix-up opponents in a variety of ways including hitting overhead with j.H, empty-jumping low with 2M, or crossing-up with IAD j.M. Long start-up and airborne state means it is easy to react to and punish, so assists are needed to use this move safely.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Fierce God Kick</font>======<br />
{{MoveData<br />
|name=Fierce God Kick<br />
|input=j.214L/M/H<br />
|image=DBFZ_GokuBlack_FierceGodKick.png |caption=Straight From Heaven<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A Ki-empowered dive kick.<br />
* Does not cause a knockdown.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A Ki-empowered dive kick that carries the opponent to the ground.<br />
* Smash version bounces opponents for combo extensions.<br />
* Wall bounces if Black reaches the corner before the ground.<br />
* Slower startup than the Light version.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A Ki-empowered dive kick that carries the opponent to the ground.<br />
* Smash version bounces opponents for combo extensions.<br />
* Wall bounces if Black reaches the corner before the ground.<br />
* Same startup speed as the Light version.<br />
----<br />
The light version is a powerful mobility tool for Goku Black though it is vulnerable to anti-airs. The medium and heavy versions are used for corner carry and optimal corner combos. The ground bounce version gives Black the best possible combo options so aim for it over the more limiting wall bounce. Requires a vanish or an assist to continue combos after the light version anywhere.<br />
The Medium Version can be combed w/ certain assists (Kefla, Gogeta, Zamasu, Trunks(Near the Corner), Vegito) Just to name a few<br />
The heavy version can be followed up w a dragon dash now. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Black Kamehameha</font>======<br />
{{MoveData<br />
|name=Black Kamehameha<br />
|input=236S<br />
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption="Anime players have no neutral."<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Plows through ki blasts.<br />
* Has the same utility as other beams<br />
Goku Black unleashes a Kamehameha that goes full screen. Cannot be angled or used in mid-air which limits its usefulness, but it recovers 2 frames faster than SSJ Goku's or Gohan's beams. This is Black's best zoning tool as well as a decent frame trap when it is used after a heavy on block.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Binding Black Kamehameha</font>======<br />
{{MoveData<br />
|name=Binding Black Kamehameha<br />
|input=214S<br />
|image=DBFZ_GokuBlack_BindingBlackKamehameha.png |caption=Bind 'em n' blast 'em<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is if the grab whiff.<br />
* Whiff version scales like the normal Kamehameha, grab version is highly scaled like most grabs.<br />
* The whiffed Binding Black Kamehameha has less active frames, longer start-up, and 2 less hits compared to the normal Black Kamehameha.<br />
Zamasu appears behind the opponent and grabs them while Goku Black fires a Kamehameha. Even if Zamasu misses the grab, Goku Black will still fire off the Kamehameha. As a full screen command grab, this move is an important tool in Black's mix-up game. Use sparingly as this move is fairly easy to avoid by either jumping or hitting Black during the long start-up.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Black Kamehameha<br />
|input=Assist A<br />
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption=An Assist that even the Gods would be envious of.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Same as Goku Black's Black Kamehameha.<br />
Goku Black warps in and unleashes a Kamehameha that goes full screen. This beam assist is fantastic at controlling space, keeping opponents locked down, and for extending combos. Pairs well with Super Saiyan Goku's Kamehameha assist for double beam coverage. Goku Black's assist comes out faster and recovers slower than SS Goku's, leaving him vulnerable for longer after launching his attack.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Godly Severance<br />
|input=Assist B<br />
|image=DBFZ_GokuBlack_5LLL.png |caption=Swat them outta the sky.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* MASSIVE anti air, great for combos and stopping super dash.<br />
* Around 40-45f of Hitstun, 29f of blockstun<br />
* Launches opponents up, continues combos and enables aerial dragon rush for characters without access to SKD through conventional means.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Fierce God Kick<br />
|input=Assist C<br />
|image=DBFZ_GokuBlack_FierceGodKick.png |caption=Strider called... he wants Vajra back.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Dive kick assist.<br />
*Can actually track the opponent anywhere on screen, but the tracking can be tricky to get used to.<br />
*Due to it being able to track, it can be a really good assist to use in neutral and can set up really stylish combos.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">God Slicer Dance</font>======<br />
{{MoveData<br />
|name=God Slicer Dance<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_GokuBlack_GodSlicerDance.png |caption=''"Punishment of the gods!"''<br />
|image2=DBFZ_GokuBlack_GodSlicerDance2.png |caption2=''"Taste my blade!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Is Goku Black's Ultimate Z Change Super.<br />
* Minimum damage is the same regardless of how many ki blades land. Minimum is 810.<br />
* Cinematic follow up doesn't play unless at least one projectile hits the opponent.<br />
* Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks.<br />
* Unlike all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts.<br />
Goku Black unleashes a barrage of ki blades that embed themselves in the opponent before detonating. The explosion's non-minimum damage depends on how many ki blades hit. However, the minimum damage is consistent so it is either 7*18, 720 or 5*18, 720. The projectile priority of this super is pretty low so it can be eaten up by other projectiles fairly easily. Doesn't provide a knockdown but it does more damage than his other level 1 super so use this whenever you are aiming for more damage without DHCing. If you are at a high height and wish to DHC, use his other level 1.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Holy Light Grenade</font>======<br />
{{MoveData<br />
|name=Holy Light Grenade<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_GokuBlack_HolyLightGrenade.png |caption=''"Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him."''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 300, 480.<br />
* Goku Black jumps into the air to prepare the attack if he does this super on the ground.<br />
Goku Black and Zamasu both create a sphere of Ki in their hands, then combine them into a more powerful sphere before dropping it on the enemy. Opponents trapped in it are carried all the way to the ground, making this useful for Ultimate Z Changes. Hits once at the beginning, once at the end, and hits multiple times in the middle based on how far the opponent is carried by the ki sphere. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">The Work of a God</font>======<br />
{{MoveData<br />
|name=The Work of a God<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_GokuBlack_TheWorkOfAGod.png |caption=''"Taste divine fury!"''<br />
|image2=DBFZ_GokuBlack_TheWorkOfAGod2.png |caption2= ''"I hope you're ready!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 1703.<br />
* Invincible on start-up.<br />
* Results in a hard knockdown on hit.<br />
* Projectile clashes with other supers, beats ki blasts and other non-super projectile.<br />
Goku Black forms the Sickle of Sorrow before using it to release a powerful wave of Ki across the screen that creates a dimensional rift upon damaging the opponent. Clones of Black then spawn from the rift and rapidly attack the opponent before he finishes off his flurry of attacks with another rift tearing strike. Inflicts a hard knockdown on the opponent giving Black the chance to do a safe jump and continue his offense, though the knockback makes it difficult to use outside of the corner. This move is Goku Black's only invincible reversal but it is both expensive and risky so use it wisely.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku Black]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Goku_Black&diff=156351DBFZ/Goku Black2020-05-25T04:39:11Z<p>24.46.145.190: /* Binding Black Kamehameha */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku Black<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Goku_Black_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Balanced, Footsies, Toolbox<br />
|-<br />
| '''Team Role''' || Middle, Anchor<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Goku Black<br />
| game = DBFZ<br />
| icon = DBFZ_GokuBlack_Icon.png<br />
| quote = My very being towers above all...all things...the whole universe!<br />
| lore = <br />
Zamasu, a Supreme Kai-in-training from Universe 10, takes it upon himself to purge mortals in his misguided effort to protect the multiverse. As part of this plan, he uses the Super Dragon Balls to switch bodies with Goku, using the Saiyan hero's immense power, combined with his own godly abilities, to carry out the genocide of all mortals as the dark savior, "Goku Black". In an effort to surpass and mock the Saiyan warriors, he developed his own transformation, Super Saiyan Rosé, a pink variation of the Super Saiyan God Super Saiyan transformation. (Name trivia: Super Saiyan Rosé could be named in the same convention as other gods, being a pun on Rosé wine.)<br />
<br />
In ''Dragon Ball FighterZ'', Goku Black possesses a similar gameplan to that of Super Saiyan Goku, albeit with a larger emphasis on long-ranged attacks and mixups. He can enlist the aid of Future Zamasu to pin opponents down with a unique variant of his Kamehameha.<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|Goku Black}} is a flawlessly balanced character that dictates the flow of the game with ridiculous corner carry and magnificent moves.<br />
| pros =<br />
* Simple core gameplan and very low execution BnBs, which are universal.<br />
* 5LLL has a massive hitbox and is practically an anti-air.<br />
* God Slicer blades grant him huge disjointed attacks while also deflecting ki blasts. His infamous 2H is arguably the best of its kind, having an extremely large hitbox with many active frames.<br />
* Black's j.H is an excellent normal, boasting amazing range and simultaneously bypassing buttons due to the nature of it's animation that dodges attacks. <br />
* Has some of the better neutral options among the cast; God Slicer and Fierce God Kick are screen-wide approach options, and Black still has access to a standard beam and his aforementioned normals.<br />
* The easiest corner carry in the game from literally anywhere with meter.<br />
* Has a bag of tricks with Instant Transmission and Binding Black Kamehameha.<br />
* Assist A is a beam assist. <br />
| cons =<br />
* '''NEEDS''' assists in order to make his pressure safe. By himself, he heavily struggles to open up opponents with proper defense.<br />
* Fairly one-dimensional when his gimmicks don't work.<br />
* His mix-up game is definitely not subarashi, as his only low is an ordinary 2M.<br />
* Somewhat slow startup and recovery on some of his moves, alongside with being telegraphed such as Fierce God Kick or Instant Transmission. <br />
* The Work of a God has below-average damage when scaled, and has little true Oki when used outside of facing a corner.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_GokuBlack_5L.png |caption=Because, Vegeta,<br />
|image2=DBFZ_GokuBlack_5LL.png |caption2=a rose by any other name<br />
|image3=DBFZ_GokuBlack_5LLL.png |caption3=is still Goku.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Standard jab.<br />
An open-palm stab. A fair bit longer than most other standing jabs and can hit crouching opponents. Has much better reach and cancel options than 2L.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Autocorrects on side-switch.<br />
* Has the damage and scaling of a Medium.<br />
Moves Goku Black forward a good distance and has great range, enough to completely close the gap if reflected. The outer part of his leg does not have a hurtbox but does have a hitbox, making it a fantastic disjoint. Will almost always connect after 5L, similar to Bardock but not as good. Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral, especially since it has fantastic scaling.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Consumes Goku Black's Smash on hit.<br />
* Always results in a Smash, regardless of whether or not Smash has been used up in a combo.<br />
* Pressing Light on hit will result in a Super Dash.<br />
* Completing the air autocombo immediately after this move will result in a Dynamic hit.<br />
* Autocorrects on side-switch.<br />
Rising strike using Goku Black's signature Ki technique, God Slicer, that causes the ground to erupt with Ki. Both the blade and the Ki eruption have a hitbox, granting the move both extreme range and active frames. Often sees use in extended combos such as continuing a combo after Vanish or certain optimal corner routes.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_GokuBlack_5M.png |caption=Yo, check out this cool ring I got. Makes me immune to plot holes.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jump cancelable on hit.<br />
A gut punch that moves Goku Black forward. As basic as a 5M can get, though it is still important for extending combos without expending Black's Smash through a jump cancel. Use 5LL instead if possible.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_GokuBlack_5H.png |caption=y a i b a<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Consumes Goku Black's Smash on hit.<br />
* Wall bounces if Smash is available.<br />
* Pressing Heavy on hit will result in a Super Dash.<br />
* Can deflect Ki blasts.<br />
A downward slash with a God Slicer that moves Goku Black forward. Has massive range both horizontally and vertically, giving Black an attack that can easily punish poor spacing. It can blow through all sorts of attacks thanks to the God Slicer's massive disjoint and ki blast deflection. In combos, it can be followed up with Super Dash mid-screen for good corner carry or it can be looped in the corner with the use of assists for big damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_GokuBlack_5S.png |caption="Is it not beautiful?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is the projectile.<br />
* The projectile hitbox lacks any proration.<br />
* The blade deflects ki blasts, the projectile clashes with ki blasts.<br />
* The ki blast won't come out if the blade hits something.<br />
* Performing the move as 6S makes the projectile travel instantaneously.<br />
* Super important in the corner, as it lets you confirm superdash off of it if you've used smash on anything<br />
* Can now go from 5S into 5H or 2H for more damage<br />
<br />
Goku Black slashes the air with his God Slicer, releasing a Ki blast that travels slowly at first but picks up speed rapidly. Slightly negative on block if the blade connects but the ki wave deals a large amount of blockstun, leaving Black positive even up close. This move's ability to deflect ki blasts and retaliate with a ki blast of his own allows Black to shut down any zoning done with low durability projectiles. Though the ki blast does less damage than the blade, the absence of poration on it makes it fantastic for boosting a combo's damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_GokuBlack_2L.png |caption=Adult Gohan's 5L, but slightly worse.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Cancels into 5L, even on whiff.<br />
* Can now cancel into itself for to allow Goku Black stagger pressure on the opponent<br />
Basic crouch jab that does not hit low, though it has a deceptively large hitbox. While it has better range than 5L, it has worse frame data and cancel options. At max range, 2L won't combo into 5L, making it impossible to combo into 5LL which hurts the damage of any combo that this scenario starts. Can now use 2L as a staggering tool due to being able to cancel into itself.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_GokuBlack_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Goku Black's only low.<br />
Leg sweep that hits low and moves Goku Black forward slightly giving it more reach than expected. 2M is the key to all of Black's mix-ups. Use it after doing Instant Transmission then time j.H so that the hit box doesn't come out for a deceptive empty jump low. One of Black's best starters in terms of damage and practicality, though thanks to his amazing 5LL this isn't his go to attack for following up vanishes like most of the cast.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_GokuBlack_2H.png |caption=This is the 2H of a God!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Consumes Goku Black's Smash on hit.<br />
* Deals extended hitstun if Smash is available.<br />
* Head attribute invincible during start-up and active frames.<br />
* Deflects Ki blasts.<br />
Goku Black moves forward while doing an upward slash with a God Slicer. Infamous for having an extremely large hitbox with many active frames, arguably the best 2H in the game in when it comes to neutral. Like all other God Slicer using attacks, 2H has fantastic disjoint and can deflect ki blasts. Can be canceled into 5S for pressure resets or into Kamehameha to frame trap opponents who try to mash out of pressure. The Smash version is used in combination with EX God Slicer for corner-to-corner combos thanks to the height that it provides. Doesn't see much use in Black's optimal corner combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_GokuBlack_6M.png |caption=Why it's orange we may never know.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Same hitboxes as j.H.<br />
* Universal overhead.<br />
* Jumps over lows.<br />
Goku Black does a short hop into a flip kick, hitting opponents overhead. Very basic, Black has other tools that can do the same job. Requires an assist or Sparking Blast to convert a successful hit into a combo.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_GokuBlack_jL.png |caption=Why's he doing the beyblade motion?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double jump cancelable.<br />
* Cancels into itself.<br />
Aerial chop that makes a good air-to-air normal due to its horizontal range. Its vertical range leaves much to be desired, resulting in whiffs during combos if the opponent is slightly below Goku Black. This also makes it difficult to hit short characters crouching and makes it near impossible for Black to set up fuzzies.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_GokuBlack_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double jump cancelable.<br />
* Reverse beats into j.L.<br />
Aerial roundhouse kick that serves as a decent jump-in attack but it is primarily used as combo filler.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_GokuBlack_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Knockdown state depends on Smash utilization.<br />
* Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball.<br />
Flip kick with excellent range and damage, making it Goku Black's best jump-in and air-to-ground combo starter. Has fantastic synergy with his Instant Transmission where the timing of the input allows Goku to either complete the move and hit overhead or touch the ground before the hitboxes appear to shift into 2M for a low. Rarely used to end air combos as he has a better option in j.S to Light God Slicer. Can also be used to acquire Dragon Balls or summon Shenron if all the Dragon Balls have been discovered and Black has 7 bars.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_GokuBlack_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Standard air ki blast that is angled diagonally downward. Used to end air combos with either the light or heavy version of God Slicer, the former for follow-up supers and the latter for a corner knockdown. Can poke opponents to button check them in neutral, leading into a combo on hit if vanish canceled. Be wary, this ki blast is beaten by higher priority projectiles, super armored moves, and Super Dash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_GokuBlack_j2H.png |caption=Legs.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Double jump cancelable.<br />
* Consumes Smash on hit.<br />
* Launches higher with more hitstun if Smash is available.<br />
* Press H to follow-up with a Super Dash.<br />
Upward split kick used to extend air combos by using Goku Black's Smash to combo into Super Dash or lead into additional air normals by canceling the non-Smash version into a double jump. Doesn't hit overhead like Black's other air normals.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">God Slicer</font>======<br />
{{MoveData<br />
|name=God Slicer<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_GokuBlack_GodSlicer.png |caption=To the corner with you!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku Black fires a Ki blast ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* All versions of this move puts Goku Black airborne immediately. <br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* Causes a sliding knockdown.<br />
* Has superb corner carry if it lands on the opponent while in midscreen.<br />
* Can only be comboed into while in the corner due to slower start up unless used after a Vanish.<br />
Against some characters in the corner, Goku Black can tack on an j.H for a smidge more damage. This tech is mostly useless as it removes your slide knockdown, but it can help if you have no meter and need to close the round.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 0.5 bar of meter.<br />
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.<br />
* Has all the advantages of the Medium version combined with the speed of the Light version.<br />
----<br />
A staple of Goku Black's combos. Generally comboed into from j.S during air combos. The Medium version of God Slicer is a great move for ending combos in the corner since it deals good damage and causes sliding knockdown, while the Heavy version of God Slicer is especially noteworthy for being one of the best EX Specials in the game since it allows Goku Black to corner carry and cause a sliding knockdown no matter the situation for only half a meter. Additionally, if Goku Black has his back against the corner, a simple combo into Vanish > M God Slicer will switch his position with the opponent while still giving a sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Instant Transmission</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=214L/M/H<br />
|image=DBFZ_GokuBlack_InstantTransmission.png |caption=''*teleports behind you*''<br />
|image2=DBFZ_GokuBlack_InstantTransmission2.png |caption2=Nothing personnel, kid.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleport to the air directly in front of the opponent.<br />
* Can be used instead of Super Dash to followup a successful 2H.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleport to the air slightly away from the front of the opponent.<br />
* Can be used after knockdowns for safejump pressure and to bait enemy anti-airs.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Costs 0.5 bar of meter.<br />
* Teleport to the air directly behind the opponent.<br />
----<br />
One of Goku Black's main tools for opening up opponents. Black is free to move immediately after teleporting, allowing him mix-up opponents in a variety of ways including hitting overhead with j.H, empty-jumping low with 2M, or crossing-up with IAD j.M. Long start-up and airborne state means it is easy to react to and punish, so assists are needed to use this move safely.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Fierce God Kick</font>======<br />
{{MoveData<br />
|name=Fierce God Kick<br />
|input=j.214L/M/H<br />
|image=DBFZ_GokuBlack_FierceGodKick.png |caption=Straight From Heaven<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A Ki-empowered dive kick.<br />
* Does not cause a knockdown.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A Ki-empowered dive kick that carries the opponent to the ground.<br />
* Smash version bounces opponents for combo extensions.<br />
* Wall bounces if Black reaches the corner before the ground.<br />
* Slower startup than the Light version.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A Ki-empowered dive kick that carries the opponent to the ground.<br />
* Smash version bounces opponents for combo extensions.<br />
* Wall bounces if Black reaches the corner before the ground.<br />
* Same startup speed as the Light version.<br />
----<br />
The light version is a powerful mobility tool for Goku Black though it is vulnerable to anti-airs. The medium and heavy versions are used for corner carry and optimal corner combos. The ground bounce version gives Black the best possible combo options so aim for it over the more limiting wall bounce. Requires a vanish or an assist to continue combos after the light version anywhere.<br />
The Medium Version can be combed w/ certain assists (Kefla, Gogeta, Zamasu, Trunks(Near the Corner), Vegito) Just to name a few<br />
The heavy version can be followed up w a dragon dash now. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Black Kamehameha</font>======<br />
{{MoveData<br />
|name=Black Kamehameha<br />
|input=236S<br />
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption="Anime players have no neutral."<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Plows through ki blasts.<br />
* Has the same utility as other beams<br />
Goku Black unleashes a Kamehameha that goes full screen. Cannot be angled or used in mid-air which limits its usefulness, but it recovers 2 frames faster than SSJ Goku's or Gohan's beams. This is Black's best zoning tool as well as a decent frame trap when it is used after a heavy on block.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Binding Black Kamehameha</font>======<br />
{{MoveData<br />
|name=Binding Black Kamehameha<br />
|input=214S<br />
|image=DBFZ_GokuBlack_BindingBlackKamehameha.png |caption=Bind 'em n' Blast 'em<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is if the grab whiff.<br />
* Whiff version scales like the normal Kamehameha, grab version is highly scaled like most grabs.<br />
* The whiffed Binding Black Kamehameha has less active frames, longer start-up, and 2 less hits compared to the normal Black Kamehameha.<br />
Zamasu appears behind the opponent and grabs them while Goku Black fires a Kamehameha. Even if Zamasu misses the grab, Goku Black will still fire off the Kamehameha. As a full screen command grab, this move is an important tool in Black's mix-up game. Use sparingly as this move is fairly easy to avoid by either jumping or hitting Black during the long start-up.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Black Kamehameha<br />
|input=Assist A<br />
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption=An Assist that even the Gods would be envious of.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Same as Goku Black's Black Kamehameha.<br />
Goku Black warps in and unleashes a Kamehameha that goes full screen. This beam assist is fantastic at controlling space, keeping opponents locked down, and for extending combos. Pairs well with Super Saiyan Goku's Kamehameha assist for double beam coverage. Goku Black's assist comes out faster and recovers slower than SS Goku's, leaving him vulnerable for longer after launching his attack.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Godly Severance<br />
|input=Assist B<br />
|image=DBFZ_GokuBlack_5LLL.png |caption=Swat them outta the sky.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* MASSIVE anti air, great for combos and stopping super dash.<br />
* Around 40-45f of Hitstun, 29f of blockstun<br />
* Launches opponents up, continues combos and enables aerial dragon rush for characters without access to SKD through conventional means.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Fierce God Kick<br />
|input=Assist C<br />
|image=DBFZ_GokuBlack_FierceGodKick.png |caption=Strider called... he wants Vajra back.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Dive kick assist.<br />
*Can actually track the opponent anywhere on screen, but the tracking can be tricky to get used to.<br />
*Due to it being able to track, it can be a really good assist to use in neutral and can set up really stylish combos.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">God Slicer Dance</font>======<br />
{{MoveData<br />
|name=God Slicer Dance<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_GokuBlack_GodSlicerDance.png |caption=''"Punishment of the gods!"''<br />
|image2=DBFZ_GokuBlack_GodSlicerDance2.png |caption2=''"Taste my blade!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Is Goku Black's Ultimate Z Change Super.<br />
* Minimum damage is the same regardless of how many ki blades land. Minimum is 810.<br />
* Cinematic follow up doesn't play unless at least one projectile hits the opponent.<br />
* Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks.<br />
* Unlike all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts.<br />
Goku Black unleashes a barrage of ki blades that embed themselves in the opponent before detonating. The explosion's non-minimum damage depends on how many ki blades hit. However, the minimum damage is consistent so it is either 7*18, 720 or 5*18, 720. The projectile priority of this super is pretty low so it can be eaten up by other projectiles fairly easily. Doesn't provide a knockdown but it does more damage than his other level 1 super so use this whenever you are aiming for more damage without DHCing. If you are at a high height and wish to DHC, use his other level 1.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Holy Light Grenade</font>======<br />
{{MoveData<br />
|name=Holy Light Grenade<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_GokuBlack_HolyLightGrenade.png |caption=''"Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him."''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 300, 480.<br />
* Goku Black jumps into the air to prepare the attack if he does this super on the ground.<br />
Goku Black and Zamasu both create a sphere of Ki in their hands, then combine them into a more powerful sphere before dropping it on the enemy. Opponents trapped in it are carried all the way to the ground, making this useful for Ultimate Z Changes. Hits once at the beginning, once at the end, and hits multiple times in the middle based on how far the opponent is carried by the ki sphere. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">The Work of a God</font>======<br />
{{MoveData<br />
|name=The Work of a God<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_GokuBlack_TheWorkOfAGod.png |caption=''"Taste divine fury!"''<br />
|image2=DBFZ_GokuBlack_TheWorkOfAGod2.png |caption2= ''"I hope you're ready!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 1703.<br />
* Invincible on start-up.<br />
* Results in a hard knockdown on hit.<br />
* Projectile clashes with other supers, beats ki blasts and other non-super projectile.<br />
Goku Black forms the Sickle of Sorrow before using it to release a powerful wave of Ki across the screen that creates a dimensional rift upon damaging the opponent. Clones of Black then spawn from the rift and rapidly attack the opponent before he finishes off his flurry of attacks with another rift tearing strike. Inflicts a hard knockdown on the opponent giving Black the chance to do a safe jump and continue his offense, though the knockback makes it difficult to use outside of the corner. This move is Goku Black's only invincible reversal but it is both expensive and risky so use it wisely.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku Black]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Nappa&diff=156350DBFZ/Nappa2020-05-25T04:37:45Z<p>24.46.145.190: /* Saibamen */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Nappa<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Nappa_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mixup, Resets<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Nappa<br />
| game = DBFZ<br />
| quote = You plan on taking us on with a power level like that? You're way outta your league!<br />
| lore = <br />
Once Vegeta's partner and body guard, Nappa traveled to Earth with the Saiyan prince in the hopes of gaining immortality. After killing Yamcha and Tien, he was confronted by Goku, who defeated him with little effort. One of Goku's attacks rendered him paralyzed, and Vegeta killed him in cold blood purely due to Nappa's inability to act anymore. (Name trivia: Comes from "Napa Lettuce".)<br />
<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Nappa is a slow but strong bruiser who supplements his attacks with Saibaman footsoldiers that he can grow during battle. It takes time for the Saibamen to grow and be of use, but once they are in the field, they can disrupt opponents and leave them open to Nappa's punishing blows.<br />
|pros=<br />
* Saibamen give him built-in EZ-bake mixups<br />
* Incredible range and power on normals and specials.<br />
* Dude's got 3 lows now what the actual shit<br />
* Most of his specials can be delayed, which gives them different properties, either being range, damage or mix-up potencial.<br />
* Quick overhead attack that gives him an instant sliding knockdown.<br />
* Has a reversal level 3 that can be cancelled into special attacks, allowing Nappa to either start combos at his conditions or add more damage in the cost of 3 bars.<br />
|cons=<br />
* Saibamen go down in one hit, has to start over again getting hard knockdown and planting to get offense going<br />
* Defense options without a Saibaman onscreen are limited<br />
* Normals are slower than average<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Nappa_5L.png |caption=Punchin' your shins<br />
|image2=DBFZ_Nappa_5LL.png |caption2=boot<br />
|image3=DBFZ_Nappa_5LLL.png |caption3=smacc<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Decent range jab, one of the slower 5L in the game.<br />
* Can be repeated by holding 4.<br />
* Hits low<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Good for stagger pressure, moves him forward quite a bit.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Last hit of his L auto combo, only really useful if you confirm into it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Nappa_5M.png |caption=AH A SPIDER<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A standing low. Ground bounces airborne opponents.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Nappa_5H.png |caption="A major in child psychology.....'''WITH A MINOR IN PAIN'''"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Unsafe, but absolutely insane range. Moves him forward more than half screen fairly fast. Can be pretty good to throw out with assists.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Nappa_5S.png |caption=''"The paparazzi... I HAVE TO PROTECT MY IMAAAGE"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Nappa takes a step forward before he throws a piercing Ki blast, during this time it'll reflect all ki blasts that are S normals<br />
* A bit slow but an important part of his corner combos.<br />
* Will pierce through any other projectile S normal, but still lose to 236S type projectiles.<br />
* Wind up has a hit box and if done close can be a double hitting move.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Nappa_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good hitbox for a jab.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Nappa_2M.png |caption=Man, Nappa must be great at breakdancing.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good range but fairly slow.<br />
* Due to 5L, 5M, 2M being lows, and 5L being repeatable, Nappa has access to four lows in one string.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Nappa_2H.png |caption=The Nappa Clappa<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Anti-air with great vertical range and a mediocre horizontal hitbox. As such, it can whiff during some grounded strings/confirms if you're too far.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Nappa_6M.png |caption=bend it like Beckham<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standard grounded overhead.<br />
* Can do certain strings to space it so that it hits meaty enough to combo after.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Nappa_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pretty great air-to-air, but it can easily whiff during air combos, especially versus smaller characters. Make sure to delay your initial jump cancel from 5M when confirming into air combos to minimize drops.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Nappa_jM.png |caption=aerial boot<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Not a bad normal, but mostly overshadowed by it's heavier cousin outside of combos.<br />
* Good range for IAD crossups like a lot of j.M moves.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Nappa_jH.png |caption=''"TAG! ...No tag backs."''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Pretty insane jumping button, has an amazing hitbox and can be done low to the ground.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Nappa_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=skedaddle skidoodle this move is my neutral<br />
* Piercing Ki blast.<br />
* Arcs downwards.<br />
* If performed low to the ground (via IAD, for example) this move generates enough frame advantage to dash up and continue pressure/confirm into a combo if it hits.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Nappa_j2H.png |caption="FOR PONYYYYYYY!"<br />
|image2=DBFZ_Nappa_j2H-2.png |caption2="I know! I'll use '''''Rock Smash'''''!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Dives and slams the opponent to the ground.<br />
* Input 2H again to only do the first hit and leave Nappa floating in the air for a second. You can also hold 2H and he will do the cancel ASAP. This cancel is only available early on in the move, falling for too long and Nappa will be stuck in the animation.<br />
* 1st hit will not have more than 8 active frames, regardless of altitude.<br />
* 2nd hit has a minimum of 2 active frames with additional frames based on altitude.<br />
* 2nd hit has 1 extra startup frame if Nappa hits the ground before the hitbox comes out (this only happens when activating the attack extremely close to the ground).<br />
Not the best in neutral, but an important part of his corner combos and also can hit after air Vanish. Can be cancelled into specials after he lands on the ground. <br />
<br />
Be warned that whiffing the move causes Nappa to slam the ground and have to bounce back and land, during which he is free to be punished (unless you have meter to Vanish-cancel).<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Arm Break</font>======<br />
{{MoveData<br />
|name=Arm Break<br />
|input=236L/M/H<br />
|image=DBFZ_Nappa_ArmBreak.png |caption=''"Looks like he's been..."''<br />
|image2=DBFZ_Nappa_ArmBreak-2.png |caption2=''"Dis-armed!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Nappa winds up and slams in front of him for a safe but fairly slow overhead that they can quick recover out of. Okay to throw out with assists sometimes, but can be interrupted easily if done in blockstrings.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Nappa runs forward before slamming the ground twice, causing a sliding hard knockdown state. Important part of his combos, but not too useful outside of it, as he can be hit while running and has to run a minimum distance.<br />
Nappa's main combo ender used to set up a knockdown for planting Saibamen.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* More powerful version of his M arm breaker. Stands still for a bit before rushing forward into the attack.<br />
* Has slightly more range than M version.<br />
* Causes a ground bounce into a sliding knockdown on hit. Can be extended with either an assist call or a vanish during the ground bounce.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Saibamen</font>======<br />
{{MoveData<br />
|name=Saibamen<br />
|input=214L/M/H<br />
|image=DBFZ_Nappa_SaibamenL.png |caption=''"That one's Snuggles!"''<br />
|image2=DBFZ_Nappa_SaibamenM.png |caption2=''"And that one's Fufu!"''<br />
|image3=DBFZ_Nappa_SaibamenH.png |caption3=''"And that one's Cabbagehead!"''<br />
|image4=DBFZ_Nappa_Saibamen-4.png |caption4=''"And that one's Vegeta Jr- VEGETA JR NOOOOOOOOO!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Claw}}<br />
{{#lst:{{PAGENAME}}/Data|Saibamen Claw}}<br />
{{!}}-<br />
{{AttackVersion|name=Vomit}}<br />
{{#lst:{{PAGENAME}}/Data|Saibamen Vomit}}<br />
{{!}}-<br />
{{AttackVersion|name=Slide}}<br />
{{#lst:{{PAGENAME}}/Data|Saibamen Slide}}<br />
{{!}}-<br />
{{AttackVersion|name=Grab}}<br />
{{#lst:{{PAGENAME}}/Data|Saibamen Grab}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* After sprouting, the Saibamen advance towards the opponent, performing the Claw, Slide, and then the Grab (which is blockable). <br />
* Two Saibamen can be planted at once, but only one will be out at a time. The second will sprout as soon as the first disappears.<br />
* Planting a third Saibaman will cause the second to be overwritten.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Performs Vomit, Slide, and then Grab.<br />
* Saibaman spit can restand the opponent mid combo. <br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Pressing buttons during the planting will program the Saibaman to do the pressed sequence <br />
* L does Claw, M does Slide, H does Grab, S does Vomit.<br />
* Performs Vomit, Claw, Vomit, Slide, and then Grab by default.<br />
* Planting animation is much faster than L and M versions and can be integrated into combos<br />
* Best voice line in the game<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Blazing Storm</font>======<br />
{{MoveData<br />
|name=Blazing Storm<br />
|input=236S (Air OK)<br />
|image=DBFZ_Nappa_BlazingStorm.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Nappa swipes his arm forward and makes a moderately sized explosion. This is also his A assist.<br />
The explosion itself has fairly weak range, however the S button can be held down to extend the range the move strikes at, going slightly under fullscreen if held. This applies to both the ground and air versions of the move.<br />
Unfortunately, this move is one of the few S specials that doesn't clash with other 236S type moves; it will simply eat 1 hit, leaving the beam with 4 remaining hits. Single hit 236S moves will simply pierce it. This means your opponent will have an easier time wiping out Saibamen planted in neutral if they have a beam!<br />
}}<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Very similar to his ground version.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Too bad</font>======<br />
{{MoveData<br />
|name=Too bad<br />
|input=214S<br />
|image=DBFZ_Nappa_TooBad.png |caption=''"Hi-yah!"''<br />
|image2=DBFZ_Nappa_TooBad-2.png |caption2=''"Welcome to the Gun Show!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=Yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Counter}}<br />
{{#lst:{{PAGENAME}}/Data|214S Counter}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* [] = hold down S.<br />
* Nappa swipes forward and then brings his elbow down for a vicious strike.<br />
* Both parts of the move can be held.<br />
* Guard point from frames 5 to 24 (frame 38 if S is held down).<br />
* Blocks all physical strikes. Loses to any projectiles, throws, and supers.<br />
* If successfully blocks incoming attacks, Nappa responds with a more devastating elbow that ground bounces.<br />
Useful after a blocked 6M or 5H. Normally, Nappa has a 7 frame 5L so he wouldn't be able to contest vs characters with 6 frame 5Ls after their 6Ms. Additionally, since the first part of this move is a strike, most point blank command grabs/Dragon Rushes are slow enough that the aggressor will be hit by 214S(1).<br />
<br />
Can follow up after the second hit easily with either a super dash or by jumping forward with air buttons to get a full combo. However, the second hit uses up your smash and prorates the follow-up combo heavily, and outside of the corner Nappa cannot get a sliding knockdown without an assist.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Blazing Storm<br />
|input=Assist A<br />
|image=DBFZ_Nappa_AssistBlazingStorm.png |caption="Hey Vegeta am I helpful yet?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks the opponent.<br />
* Okay for neutral and combo extensions.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Too bad<br />
|input=Assist B<br />
|image=DBFZ_Nappa_TooBad.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
On block, only first hit comes out. 29f of blockstun.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Deluxe Bomber<br />
|input=Assist C<br />
|image=DBFZ_Nappa_j2H.png |caption=<br />
|image2=DBFZ_Nappa_j2H-2.png |caption2=Hidden missiles this ain't<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Giant Storm</font>======<br />
{{MoveData<br />
|name=Giant Storm<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_Nappa_GiantStorm.png |caption=''"I sunk their battleships!"''<br />
|image2=DBFZ_Nappa_GiantStorm-2.png |caption2=''"...And their WHALES."''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable from frames 9 to 20.<br />
* Nappa points two fingers into the air creating a big explosion that takes up most of the screen.<br />
* As of Season 3 patch, if the button is held, the opponent will be sent in an arc behind Nappa. The main application of this is to combo into Goku(Base)'s Genkidama, it can also help to connect with some Z-Change Supers.<br />
* Minimum damage: 805<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Break Cannon</font>======<br />
{{MoveData<br />
|name=Break Cannon<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_Nappa_BreakCannon.png |caption=''"Hey Vegeta, look! Imma firin mah lazar!"''<br />
|image2=DBFZ_Nappa_BreakCannon-2.png |caption2=''"BGAAAAAAAAAAAAAH"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable from frames 1 to 15.<br />
* Minimum damage: 1778<br />
* Nappa winds up for a big gut punch that, if it lands, sets him up to fire a huge laser out of his mouth. Has less utility than other level 3's due to the fact that he has to land the first punch for the followup. Invincible on startup like all level 3's.<br />
* As of the Season 3 patch, the button can be held for Nappa to do just the punch and not the beam follow-up. However, its use is questionable as it heavily scales the combo, deals all damage as blue life if used as a starter, and requires Smash for an extension<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Nappa]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&diff=156349DBFZ/UI Goku2020-05-25T04:35:11Z<p>24.46.145.190: /* Rising Heat */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku (Ultra Instinct)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_UI_Goku_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Zoning, Counter, Defensive<br />
|-<br />
| '''Team Role''' || Any<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
|name=UI Goku<br />
|game=DBFZ<br />
|quote= You don't stand a chance against me.<br />
|voice=Japanese: Masako Nozawa. English: Sean Schemmel <br />
|lore=Pushed to his limits during the Tournament of Power, Goku tapped into this powerful mental state in order to battle Jiren, a technique of such strength that not even a God of Destruction could rival it: Ultra Instinct. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. With his mind and body separated, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone.<br />
}}<br />
<br />
===Ultra Instinct===<br />
Goku (Ultra Instinct) is invulnerable to Ki Blasts while walking forward, starting from frame 4. This is indicated by a short bubble on a successful dodge, similar to 2H against Head attribute attacks or Videl's spotdodge. Since it's a walk, Goku can stop and block at any moment, or cancel it into other moves. This invulnerability goes away the moment he switches to a different action. Seems to have some effect on the options the opponent has out of a Ki Blast, shown [http://twitter.com/CDMangaka/status/1262560153112424448 here].<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|UI Goku}} has incredible neutral but requires solid conditioning for his mixups to be effective. With tools for almost every situation, UI Goku requires good game sense and an ability to read his opponent to be utilized to his fullest potential. <br />
|pros=<br />
* Well rounded toolkit that allows him to adapt to any situation.<br />
* Very powerful neutral thanks to his counters, which can nearly nullify zoning, [[DBFZ/UI Goku#Godly Display|236X]], [[DBFZ/UI Goku#Unencumbered Mind|214X]], and solid buttons. The autododge is a nice cherry on top.<br />
* Bardock-like [[DBFZ/UI Goku#5LL|5LL]] drags opponents down to the ground, allowing for really easy hit confirms.<br />
* Solid pressure overall. [[DBFZ/UI Goku#5L|5L]] has obscene spacing, [[DBFZ/UI Goku#Unencumbered Mind|214X]] allows you to really mess with the opponent's head, and decent frame data.<br />
* Has three lows in a string, two of which can be used for stagger.<br />
* Difficult to approach and pressure thanks to his defensive tools.<br />
* Difficult to zone out, as [[DBFZ/UI Goku#6H|6H]] can instantly end it and reset the situation.<br />
* Great assists, [[DBFZ/UI Goku#Assist A|A Assist]] in particular.<br />
|cons=<br />
* Reads-based character in a two-touch game, making him very hard to master.<br />
* No 6 frame normal, both [[DBFZ/UI Goku#5L|5L]] and [[DBFZ/UI Goku#2L|2L]] being frame 7 - one frame higher than most of the cast - limiting both his plus frames and ability to challenge gaps in blockstrings.<br />
* High-low mixup game is lacking. Requires conditioning to open anyone up, although his left-right is strong.<br />
* None of his specials except [[DBFZ/UI Goku#Godly Display|236L]] (which switches sides) can true blockstring from any of his normals, meaning strings can only safely end at [[DBFZ/UI Goku#5M|5M]]. This furthers UI Goku's need for conditioning and mix-ups.<br />
* A little resource hungry in order to make his options safe.<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_UIGoku_5L.png |caption=eSports normal<br />
|image2=DBFZ_UIGoku_5LL.png |caption2=eSports normal<br />
|image3=DBFZ_UIGoku_5LLL.png |caption3=grab normal<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Huge range.<br />
* Range is accentuated with 5LL, which groundbounces and tracks opponents for super easy confirms.<br />
* Goku gets pushed back some distance if blocked, out of range of most normals.<br />
* 5L > 2L (whiff) is actually 2 frames better on block (being -7).<br />
<br />
Slower than average jab, but definitely makes up for it's lack of speed. UI Goku doesn't have a 6f button and has to rely on his counters during clashes.<br />
The range on this is not to be understated, most of the cast can't punish UI Goku if he staggers with this despite its frame data due to the pushback on block. The ones that can punish can still be beaten with spacing. The hitbox is massive, which will lead to this move beating out a lot more than it really should. The only 7f button it loses to in a 0-on-block situation is Z Broly.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces on hit.<br />
* Tracks horizontally for about half screen.<br />
* Fastest startup is 26f if done raw.<br />
<br />
Because of it's slow speed and low crush, a delayed 5LL can be used as a fake Dragon Rush once the opponent is conditioned to look for a gap after 5L. This move is amazing and it just catches people because of all its weird properties. The cursed moves keep coming.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switch on hit.<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
<br />
Some low-blockstun assists like Trunks A/Base Vegeta A may allow for tick throws, which can be made into a 50/50 if 2M is used instead of 5LLL. Useful in vanish combos sometimes because of it's side-swap properties.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_UIGoku_5M.png |caption=<br />
|image2=DBFZ_UIGoku_5M2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both hits can be jump canceled.<br />
* Second hit counts toward scaling mid-combo.<br />
The second hit kills your combo damage but is great for blockstrings. Forms a basic mixup between 5M(2) and 5M(1) > 6M. Once you can get them to block, then you can start to use 214L/M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_UIGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit has good corner carry, launches more upwards than other 5H's like SBroly's 5H.<br />
<br />
This move is a pretty good in neutral due to it's comparably fast startup to other 5H moves.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_UIGoku_5S.png |caption=a zoner that counters other zoners<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam properties.<br />
* On hit, automatically shoots 3 extra blast and causes a wall bound. Goku can only cancel the first or the last hit.<br />
Chains from M/H normals will have a 6-frame gap, but the wallbounce makes it a trade in your favor. Off of said trade, you can connect a 5L in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_UIGoku_2L.png |caption=Blursed normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 2L slides forward a bit, 2LL stays in place.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_UIGoku_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit.<br />
* Hits from round start distance.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_UIGoku_2H.png |caption=Vans: off the wall<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on the second hit if the first hit landed.<br />
* Second hit always whiffs on crouchers.<br />
* Can combo into superdash in the corner even if smash has already been used<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_UIGoku_2S.png |caption="Neutral? What's that?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam properties.<br />
* Wall bounces on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_UIGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead<br />
* Can cancel from the first hit of 5M for an easy high/low mixup, though it isn't true and is reactable. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=Secret Sensation<br />
|image=DBFZ_UIGoku_6H.png |caption=<br />
|image2=DBFZ_UIGoku_6H2.png |caption2=Chacha real smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|6H Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Counter}}<br />
{{#lst:{{PAGENAME}}/Data|6H Counter}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Command dodge for everything but throws and Supers. [http://twitter.com/rafestation/status/1262819326752706562 Sometimes counters throws anyway if you have throw invulnerability].<br />
* On successful activation, Goku will slide behind the opponent allowing for immediate followups. If the opponent is grounded, he'll stay grounded, and if they're airborne, he'll also become airborne.<br />
* Air counter recovers faster than ground counter. Counters have 2f of lingering full invul after recovery if you choose to stand still.<br />
* Frame advantage varies depending on the distance between UI Goku and his target. Demonstration [https://twitter.com/HoudeaniHD/status/1262577677384515586 here.]<br />
<br />
Advantage is dependent on what is countered. For example, countering a jab or a block will leave UI Goku neutral at best, but moves with high whiff recovery allow him to go for beefier punishes. In general, anything outside of light normals and ki blasts will give enough time to land an uncontested punish with 5L/2L/j.L. UI Goku can also always defer to block regardless of any attack that was countered, although this can mean you forfeit neutral if the opponent presses buttons.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|input=Shining Soul<br />
|image=DBFZ_UIGoku_6S.png |caption= "When the world needed him most, he vanished."<br />
|image2=DBFZ_UIGoku_6S2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out<br />
* Shot Ki Blasts wall bounds on hit.<br />
* [https://twitter.com/tatsunical/status/1262684734590644224 Has more hitstun after Smash has been used, allowing for midscreen combos.]<br />
Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like 6S > SD.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_UIGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has an alternate animation for a follow-up j.4L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_UIGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_UIGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
* Still sets up a sliding knockdown without smash because of 214L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_UIGoku_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 5S but in the air, which allows for a ton of horizontal airspace control.<br />
* Combos into superdash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_UIGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pushes Goku up and forward.<br />
* Smash hit has more hitstun and combos into SD.<br />
Can combo into j.L on Smash hit like Kefla or delay SD afterwards to side switch like Kid Buu.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Godly Display</font>======<br />
{{MoveData<br />
|name=Godly Display<br />
|input=236L/M/H<br />
|image=DBFZ_UIGoku_GodlyDisplay.png |caption=on Block/Whiff<br />
|image2=DBFZ_UIGoku_GodlyDisplay2.png |caption2=on Hit, "skidaddle skidoodle, I fucking rekt the neutral"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hitgrab that sides switches on hit or block.<br />
* [http://twitter.com/GoofyHatMatt/status/1262625724151681029 Could be useful as an anti-reflect tool.]<br />
No version true strings from any normals except Ki Blasts (which by themselves don't string).<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes half screen.<br />
* Smash hit wall bounds.<br />
Could be good after Combo DR when routing into supers, as it sideswitches to counter the sideswitch of his base level 1 and level 3. However, using his level 3 afterwards will leave you midscreen. You can use it somewhat similarly to how Kefla uses 214S, as a crossup with a fast assist.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes full screen.<br />
* Smash hit wall bounds.<br />
[http://twitter.com/theZeemesh/status/1262576815262044160 Can be used as a way to get through beams,] but is too slow to do on reaction.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes 80% of the screen.<br />
* Smash hit wall bounces.<br />
Plus enough on hit to whiff Sparking activation and still combo with 5L OR 2M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Autonomous Fist</font>======<br />
{{MoveData<br />
|name=Autonomous Fist<br />
|input=j.236L/M/H<br />
|image=DBFZ_UIGoku_AutonomousFist.png |caption=oraoraoraoraoraoraoraoraora<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Halts all momentum and moves slightly forward.<br />
* If any of the hits landed, will automatically followup with a few extra hits.<br />
* All hits can be cancelled. Smash on the last hit only.<br />
All versions can be used to challenge superdash better than regular normals can, as they can be better in anticipation/reaction due to their start-up and active frames.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Soft knockdown.<br />
Used for assist extension. The fast startup also allows it to combo from j.LL2H with autocombo boost.<br />
<br />
If you don't have an assist that allows j.LLL > j.214L + Assist, DR due to it being a pop up assist, you can go for j.LL2H > j.236L + Assist, DR instead and it'll deal the same damage. '''2H (1) > j.236L''' is his only gapless string ender, but it's unsafe at -7. Solo it's better to route into j.214S. This move can actually link into j.214L if it's done high enough up in the air.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
In combos, '''j.M > j.236M''' is an anywhere sliding knockdown at low hitstun decay. Not all that useful because '''j.H > j.214L''' works more reliably at high hitstun decay, but there are heights where '''j.H > j.214L''' will not work.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switches on the last hit.<br />
* Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unencumbered Mind</font>======<br />
{{MoveData<br />
|name=Unencumbered Mind<br />
|input=214[L/M/H]<br />
|image=DBFZ_UIGoku_UnencumberedMind.png |caption="Ultra Demon Flip!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=[L]}}<br />
{{#lst:{{PAGENAME}}/Data|214[L]}}<br />
{{!}}-<br />
{{AttackVersion|name=[M]}}<br />
{{#lst:{{PAGENAME}}/Data|214[M]}}<br />
{{!}}-<br />
{{AttackVersion|name=[H]}}<br />
{{#lst:{{PAGENAME}}/Data|214[H]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku front flips around before ending with a dash toward the opponent.<br />
* M and H versions can crossup, autocorrect, and even steal the corner.<br />
* During flips, pressing L/M/H/S will do the corresponding follow-up.<br />
* Is invincible to '''''all''''' projectiles during flips, including Supers.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Godly Strike</font>======<br />
{{MoveData<br />
|name=Godly Strike<br />
|input=214L (Air OK) or<br/>Unencumbered Mind > L<br />
|image=DBFZ_UIGoku_GodlyStrike.png |caption=the most powerful Woah of all time<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > L}}<br />
{{#lst:{{PAGENAME}}/Data|214XL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Doesn't overshoot the opponent.<br />
* Ground version can autocorrect, air version can't.<br />
* Air version teleports to the ground. When the opponent is in untech time, it will also have reduced startup, better tracking, and will wait till they are in range before attacking.<br />
* Smash hit causes a sliding knockdown.<br />
Plus 3 on block, but 7f 5L/2L means it's equal to +2 with most other characters (your opponent can still backdash midscreen). Combos into level 3 without Smash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Transcendence</font>======<br />
{{MoveData<br />
|name=Transcendence<br />
|input=214M (Air OK) or<br/>Unencumbered Mind > M<br />
|image=DBFZ_UIGoku_Transcendence.png |caption=make them cry for getting hit by a 31f grab<br />
|image2=DBFZ_UIGoku_Transcendence2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > M}}<br />
{{#lst:{{PAGENAME}}/Data|214XM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Autocorrects if he overshoots the opponent.<br />
* Air version teleports to the ground.<br />
* Smash hit switches sides, wall bounds. Ends on the same side you started on if you just did 214M.<br />
* Cannot hit airborne opponents, even mid-combos.<br />
* Can combo without meter in the corner.<br />
This is your prime conditioning tool. Once you make them block, use this to make them antsy again so you can frametrap them to death.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Embodied Light</font>======<br />
{{MoveData<br />
|name=Embodied Light<br />
|input=214H (Air OK) or<br/>Unencumbered Mind > H<br />
|image=DBFZ_UIGoku_EmbodiedLight.png |caption=<br />
|image2=DBFZ_UIGoku_EmbodiedLight2.png |caption2='''GRANDPA SAID NO MASHING'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > H}}<br />
{{#lst:{{PAGENAME}}/Data|214XH}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits directly in front of Goku.<br />
* Smash hit causes a crumple state on grounded opponent, wall bounds airborne opponent. Non-Smash launches them forward.<br />
* When used from Unencumbered Mind, it can easily blow through beam level 3's due to there not being a gap in the invincibility.<br />
* Sets up a restand on hit, making it a unique tool.<br />
<br />
Useful for a lot of things. When using Unencumbered Mind, it's a good way to beat out opponents who are ready to 2H you out of it, as you can do it very late into a 2H and still hit them. Can be used as a psudeo-Vanish of sorts during blockstrings due to it costing less meter and having a bigger reward on hit, being able to escape gaps that are larger than 4F. This isn't a move you can just throw out mindlessly due to it's forced landing recovery of 10f, but used correctly it can be a huge opener for UI Goku.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S or 214S (Air OK) or<br/>Unencumbered Mind > S<br />
|image=DBFZ_UIGoku_Kamehameha.png |caption=the anti-beam beam<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > S}}<br />
{{#lst:{{PAGENAME}}/Data|214XS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* 236S flips forward, 214S flips backwards.<br />
* 214X~S version can cross up, even in the corner. It's also safer on reflect than normal block at -3.<br />
* Projectile invulnerability lends this to be a good beam counterpoke.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Rising Heat</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=22S<br />
|image=DBFZ_UIGoku_RisingHeat.png |caption=<br />
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=JAM SESSION<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|22S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A reversal that stays grounded. Thus can be canceled into 236H+S or Vanish though both are completely reactable.<br />
Does not use Smash, so Held Vanish combos can be extended with Upwards-type Smash.<br />
<br />
Useful as combo filler after a Combo DR, enabling easy conversions into his Level 1 super. Good combo filler in general because of its high damage.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unrestrained Will</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=[L+M] after recovery<br />
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=GO1 uses this so it must be good, right?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Recovery [L+M]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Homes in on the opponent until frame 20 before punching straight forward. Goku attacks from the direction he was facing after teching.<br />
* Smash hit causes a sliding knockdown.<br />
* Works after any ground tech, air tech and DR tech. Doesn't work on grounded hitstun and snapback. Works on ''hard knockdowns.''<br />
Insane tracking, but is super negative on block, cannot call assists, and can be anti-air'd on reaction. [http://twitter.com/HoudeaniHD/status/1262567442867539968 UI Goku can also be safely meatied with lights,] so 22S is better to use on the ground if possible.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=Assist A<br />
|image=DBFZ_UIGoku_RisingHeat.png |caption=<br />
|image2=DBFZ_UIGoku_RisingHeat2.png |caption2=Captain Commando<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Hits all the way to the top of the screen.<br />
*Huge amount of hitstun, low amount of blockstun.<br />
While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. Doing things like L Rebellion Spear with Bardock on block is difficult due to where UI Goku teleports in, but the hitstun and height of the hitbox helps characters that struggle to get sliding knockdowns. With proper timing, Trunks can connect j.S > j.236M midscreen as an example.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist B<br />
|image=DBFZ_UIGoku_Kamehameha.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Goes fullscreen.<br />
*Launches at a very combo-friendly angle.<br />
*Slower than the average beam assist, comparable to Cell's.<br />
This could be good if it retains the Unencumbered Mind version's projectile invulnerability, but that hasn't been tested yet. Assist A is better in a lot of ways however, leaving this beam assist feeling somewhat underwhelming due to how slow it is for what feels like not that much reward both on block and on hit. There's much better beams in the game, but if you absolutely 100% need a beam assist and do not want to change your team, this is an alright option.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=Assist C<br />
|image=DBFZ_UIGoku_UnrestrainedWill.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Tracking C Assist.<br />
Outshined by his other assists. Tracking is good to have for a C assist, but it should have been a blockstun C assist like A21's in order to compete with his A assist.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Accelerating Battle Spirit</font>======<br />
{{MoveData<br />
|name=Accelerating Battle Spirit<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_UIGoku_AcceleratingBattleSpirit.png |caption=*teleports behind u*<br />
|image2=DBFZ_UIGoku_AcceleratingBattleSpirit2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 750. Slightly below average.<br />
* Teleports behind the opponent.<br />
* Startup reduced if the opponent is in any hitstun.<br />
}}<br />
{{AttackVersion|name=Unpolished Instinct|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 506 (1256 total). Above average damage for double lvl1's.<br />
* Switches sides back.<br />
* Can be used to combo into Base Goku's Super Spirit Bomb.<br />
}} <br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Guiding Impulse</font>======<br />
{{MoveData<br />
|name=Guiding Impulse<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_UIGoku_GuidingImpulse.png |caption=Have you seen the man with seven scars?<br />
|image2=DBFZ_UIGoku_GuidingImpulse2.png |caption2=No matter you're dead because you tried to punish my DP<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reversal super, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching.<br />
* On a close-range hit, UI Goku acts instantly and punishes the opponent without a chance to escape.<br />
* If hit from a range or with a projectile, UI Goku will warp to the opponent's position and mercifully give them a brief window to save themselves.<br />
Don't think of this as much as a reversal as it is a tool to keep other things safe. Like mentioned before, cancelling into this from 22S will catch an opponent punishing you with a strike, but it can also be used to catch a panic vanish after a 6H that puts you airborne (which will happen a lot).<br />
It can trigger on assists as well.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Silver Dragon Flash</font>======<br />
{{MoveData<br />
|name=Silver Dragon Flash<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_UIGoku_SilverDragonFlash.png |caption=<br />
|image2=DBFZ_UIGoku_SilverDragonFlash2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 1758, same as SSJ Goku.<br />
* +38 on hit, same as Bardock. Leaves you almost fullscreen, limiting okizeme.<br />
* Charges full screen forward. Ground version tracks vertically during startup.<br />
* Switches sides on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&diff=155434DBFZ/UI Goku2020-05-20T02:07:47Z<p>24.46.145.190: /* Playstyle */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku (Ultra Instinct)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_UI_Goku_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || ???<br />
|-<br />
| '''Team Role''' || ???<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
|name=UI Goku<br />
|game=DBFZ<br />
|quote= <br />
|voice=Japanese: Masako Nozawa. English: Sean Schemmel <br />
|lore=Pushed to his limits during the Tournament of Power, Goku tapped into this powerful mental state in order to battle Jiren, a technique of such strength that not even a God of Destruction could rival it: Ultra Instinct. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. With his mind and body separated, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone.<br />
}}<br />
<br />
===Ultra Instinct===<br />
Goku (Ultra Instinct) is invulnerable to Ki Blasts while walking forward, starting from frame 4. This is indicated by a short bubble on a successful dodge, similar to 2H against Head attribute attacks or Videl's spotdodge. Since it's a walk, Goku can stop and block at any moment, or cancel it into other moves. This invulnerability goes away the moment he switches to a different action. Seems to have some effect on the options the opponent has out of a Ki Blast, shown [http://twitter.com/CDMangaka/status/1262560153112424448 here].<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|UI Goku}} is shiny. More on his actual strengths to come.<br />
|pros=<br />
* Autododge lets him counter zoning to an extent<br />
|cons=<br />
* <br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_UIGoku_5L.jpg |caption=eSports normal<br />
|image2=DBFZ_UIGoku_5LL.png |caption2=eSports normal<br />
|image3=DBFZ_UIGoku_5LLL.png |caption3=grab normal<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Huge range.<br />
* Range is accentuated with 5LL, which groundbounces and tracks opponents for super easy confirms.<br />
Slower than average jab. UI Goku doesn't have a 6f button and has to rely on his counters during clashes.<br />
The range on this is not to be understated, most of the cast can't punish UI Goku if he staggers with this despite its frame data. The ones that can punish can still be beaten with spacing.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces on hit.<br />
* Tracks horizontally for about half screen.<br />
Fastest startup is 26f if done raw. Because of it's slow speed and low crush, a delayed 5LL can be used as a fake Dragon Rush once the opponent is conditioned to look for a gap after 5L.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switch on hit.<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
Some low-blockstun assists like Trunks A/Base Vegeta A may allow for tick throws, which can be made into a 50/50 if 2M is used instead of 5LLL.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_UIGoku_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both hits can be jump canceled.<br />
* Second hit counts toward scaling mid-combo.<br />
The second hit kills your combo damage but is great for blockstrings. Forms a basic mixup between 5M(2) and 5M(1) > 6M. Once you can get them to block, then you can start to use 214L/M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_UIGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit has good corner carry, launches more upwards than other 5H's like SBroly's 5H<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_UIGoku_5S.png |caption=a zoner that counters other zoners<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam properties.<br />
* On hit, automatically shoots 3 extra blast and causes a wall bound. Goku can only cancel the first or the last hit.<br />
Chains from M/H normals will have a 6-frame gap, but the wallbounce makes it a trade in your favor.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_UIGoku_2L.png |caption=Blursed normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 2L slides forward a bit, 2LL stays in place.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_UIGoku_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches on hit<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_UIGoku_2H.png |caption=Vans: off the wall<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on the second hit if the first hit landed.<br />
* Second hit always whiffs on crouchers.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_UIGoku_2S.png |caption="Neutral? What's that?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam properties.<br />
* Wall bounces on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_UIGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=Secret Sensation<br />
|image=DBFZ_UIGoku_6H.png |caption=Chacha real smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|6H Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Counter}}<br />
{{#lst:{{PAGENAME}}/Data|6H Counter}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Command dodge for everything but throws and Supers. [http://twitter.com/rafestation/status/1262819326752706562 Sometimes counters throws anyway if you have throw invulnerability].<br />
* 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.<br />
* Air counter recovers faster than ground counter. Counters have 2f of lingering full invul after recovery if you choose to stand still.<br />
* Frame advantage varies depending on the distance between UI Goku and his target. Demonstration [https://twitter.com/HoudeaniHD/status/1262577677384515586 here.]<br />
This effectively wins neutral automatically. Anything outside of light normals will give you enough time to land a punish with 5L/2L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|input=Shining Soul<br />
|image=DBFZ_UIGoku_6S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On block, there's a minimum 12f gap between Goku spinning the Ki Blasts > shooting them out<br />
* Shot Ki Blasts wall bounds on hit.<br />
* [https://twitter.com/tatsunical/status/1262684734590644224 Has more hitstun after Smash has been used, allowing for midscreen combos.]<br />
Depending on the position, you can get both Ki Blasts to hit which allows for otherwise impossible combo route like 6S > SD.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_UIGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has an alternate animation for a follow-up j.4L<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_UIGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_UIGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
* Still sets up a sliding knockdown without smash because of 214L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_UIGoku_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 5S but in the air, which allows for a ton of horizontal airspace control.<br />
* Combos into superdash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_UIGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pushes Goku up and forward.<br />
* Smash hit has more hitstun and combos into SD.<br />
Can combo into j.L on Smash hit like Kefla or delay SD afterwards to side switch like Kid Buu.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Godly Display</font>======<br />
{{MoveData<br />
|name=Godly Display<br />
|input=236L/M/H<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hitgrab that sides switches on hit or block.<br />
* [http://twitter.com/GoofyHatMatt/status/1262625724151681029 Could be useful as an anti-reflect tool.]<br />
No version true strings from any normals except Ki Blasts (which by themselves don't string).<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes half screen.<br />
* Smash hit wall bounds.<br />
Could be good after Combo DR when routing into Level 3, as it sideswitches to counter the sideswitch of the Level 3 itself.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes full screen.<br />
* Smash hit wall bounds.<br />
[http://twitter.com/theZeemesh/status/1262576815262044160 Can be used as a way to get through beams], but is too slow to do on reaction.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes 80% of the screen.<br />
* Smash hit wall bounces.<br />
Plus enough on hit to whiff Sparking activation and still combo with 5L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Autonomous Fist</font>======<br />
{{MoveData<br />
|name=Autonomous Fist<br />
|input=j.236L/M/H<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Halts all momentum and moves slightly forward.<br />
* If any of the hits landed, will automatically followup with a few extra hits.<br />
* All hits can be cancelled. Smash on the last hit only.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Soft knockdown.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
j.M > j.236M is an anywhere sliding knockdown at low hitstun decay.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switches on the last hit.<br />
* Smash hit causes a ground bounce sliding knockdown. Non-Smash last hit only causes a ground bounce.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unencumbered Mind</font>======<br />
{{MoveData<br />
|name=Unencumbered Mind<br />
|input=214[L/M/H]<br />
|image= <br />
|caption="Ultra Demon Flip!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=[L]}}<br />
{{#lst:{{PAGENAME}}/Data|214[L]}}<br />
{{!}}-<br />
{{AttackVersion|name=[M]}}<br />
{{#lst:{{PAGENAME}}/Data|214[M]}}<br />
{{!}}-<br />
{{AttackVersion|name=[H]}}<br />
{{#lst:{{PAGENAME}}/Data|214[H]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goku front flips around like a mad man before ending with a dash toward the opponent.<br />
* M and H versions can crossup, autocorrect, and even steal the corner.<br />
* During flips, pressing L/M/H will do the corresponding follow-up. Pressing S will do 236S.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Godly Strike</font>======<br />
{{MoveData<br />
|name=Godly Strike<br />
|input=214L (Air OK) or Unencumbered Mind > L<br />
|image= |caption=Dab 'em<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > L}}<br />
{{#lst:{{PAGENAME}}/Data|214XL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Doesn't overshoot the opponent.<br />
* Ground version can autocorrect, air version can't.<br />
* Air version teleports to the ground. When the opponent is in untech time, it will also have reduced startup, better tracking, and will wait till they are in range before attacking.<br />
* Smash hit causes a sliding knockdown.<br />
Plus 3 on block, but 7f 5L/2L means it's equal to +2 with most other characters (your opponent can still backdash midscreen). Combos into level 3 without Smash.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Transcendence</font>======<br />
{{MoveData<br />
|name=Transcendence<br />
|input=214M (Air OK) or Unencumbered Mind > M<br />
|image= |caption=Grab 'em<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > M}}<br />
{{#lst:{{PAGENAME}}/Data|214XM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Autocorrects if he overshoots the opponent.<br />
* Air version teleports to the ground.<br />
* Smash hit switches sides, wall bounds.<br />
* Cannot hit airborne opponents, even mid-combos.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Embodied Light</font>======<br />
{{MoveData<br />
|name=Embodied Light<br />
|input=214H (Air OK) or Unencumbered Mind > H<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > H}}<br />
{{#lst:{{PAGENAME}}/Data|214XH}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits directly in front of Goku.<br />
* Smash hit causes a crumple state on grounded opponent, wall bounds airborne opponent. Non-Smash launches them forward. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S or 214S (Air OK)<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Unencumbered Mind > S}}<br />
{{#lst:{{PAGENAME}}/Data|214XS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* 236S flips forward, 214S flips backwards.<br />
* 214X~S version can crossup.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Rising Heat</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=22S<br />
|image= |caption= JAM SESSION<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|22S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A reversal that stays grounded. Thus can be canceled into 236H+S or Vanish, which forces your opponent to guess.<br />
Does not use Smash, so Held Vanish combos can be extended with Upwards-type Smash.<br />
<br />
Useful as combo filler after a Combo DR, enabling easy conversions into his Level 1 super.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unrestrained Will</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=[L+M] after recovery<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Recovery [L+M]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Homes in on the opponent until frame 20 before punching straight forward. Goku attacks from the direction he was facing after teching.<br />
* Smash hit causes a sliding knockdown.<br />
* Works after any ground tech, air tech and DR tech. Doesn't work on grounded hitstun and snapback.<br />
Insane tracking, but is super negative on block, cannot call assists, and can be anti-air'd on reaction. [http://twitter.com/HoudeaniHD/status/1262567442867539968 UI Goku can also be safely meatied with lights], so 22S is better to use on the ground if possible.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Rising Heat</font>======<br />
{{MoveData<br />
|name=Rising Heat<br />
|input=Assist A<br />
|image= |caption=CAPTAIN CORRIDA!!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Hits all the way to the top of the screen.<br />
While its horizontal tracking (to you) isn't great, its vertical range is unparalleled. Doing things like L Rebellion Spear with Bardock on block is difficult due to where UI Goku teleports in, but the hitstun and height of the hitbox helps characters that struggle to get sliding knockdowns. With proper timing, Trunks can connect j.S > j.236M midscreen as an example.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist B<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Goes fullscreen.<br />
*Launches at a very combo-friendly angle.<br />
*Slower than the average beam assist, comparable to Cell's.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Unrestrained Will</font>======<br />
{{MoveData<br />
|name=Unrestrained Will<br />
|input=Assist C<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Tracking C Assist.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Accelerating Battle Spirit</font>======<br />
{{MoveData<br />
|name=Accelerating Battle Spirit<br />
|input=236L+M (Air OK)<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleports behind the opponent.<br />
* Startup reduced if the opponent is in any hitstun.<br />
* Minimum dmg 750.<br />
}}<br />
{{AttackVersion|name=Unpolished Instinct|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Switches sides back.<br />
* Total minimum dmg 1256 (750+506)<br />
}} <br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Guiding Impulse</font>======<br />
{{MoveData<br />
|name=Guiding Impulse<br />
|input=236H+S (Air OK)<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reversal super, the counter attack is a throw that grabs both standing and airborne opponents, but not crouching.<br />
* On a close-range hit, UI Goku acts instantly and punishes the opponent without a chance to escape.<br />
* If hit from a range or with a projectile, UI Goku will warp to the opponent's position and give them a brief window to save themselves.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Silver Dragon Flash</font>======<br />
{{MoveData<br />
|name=Silver Dragon Flash<br />
|input=214L+M or 214H+S (Air OK)<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 1758, same as SSJ Goku.<br />
* +38 on hit, same as Bardock. Leaves you almost fullscreen, limiting okizeme.<br />
* Charges full screen forward. Ground version tracks vertically during startup.<br />
* Switches sides on hit.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/UI_Goku&diff=155112DBFZ/UI Goku2020-05-16T22:03:12Z<p>24.46.145.190: /* Playstyle */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku (Ultra Instinct)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_UI_Goku_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || ???<br />
|-<br />
| '''Team Role''' || ???<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
|name=UI Goku<br />
|game=DBFZ<br />
|quote= <br />
|voice=Japanese: Masako Nozawa. English: Sean Schemmel <br />
|lore=Pushed to his limits during the Tournament of Power, Goku tapped into this powerful mental state in order to battle Jiren, a technique of such strength that not even a God of Destruction could rival it: Ultra Instinct. Through repeated use, Goku manages to complete the form, allowing him to lead his Universe in standing a chance against Jiren. With his mind and body separated, Goku becomes fast enough to swiftly evade incoming attacks, while fighting purely on instinct alone.<br />
}}<br />
<br />
===Ultra Instinct===<br />
Goku (Ultra Instinct) automatically dodges small projectiles while walking forward. This is indicated by a short bubble on a successful dodge, similar to Videl's spotdodge.<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro={{Character Label|DBFZ|UI Goku}} is shiny. More on his actual strengths to come.<br />
|pros=<br />
* Autododge lets him counter zoning to an extent<br />
|cons=<br />
* He's not out yet <br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_UIGoku_5L.png |caption=<br />
|image2=DBFZ_UIGoku_5LL.png |caption2=<br />
|image3=DBFZ_UIGoku_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Might be a medium a la Jiren<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Vacuums like Bardock's autocombo. Can't use 2M afterwards<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Grab. Can be used for tick throws<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_UIGoku_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Jump cancelable on the first hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_UIGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Pretty good corner carry (?)<br />
*Launches like S Broly's 5H, which might make rejumps harder (?)<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_UIGoku_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Combos into SD<br />
*Beam properties (?)<br />
*Chains into itself 4 times.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_UIGoku_2L.png |caption=Blursed normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Hits low, so he's automatically good.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_UIGoku_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_UIGoku_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Hits twice. Smash on 2nd hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_UIGoku_2S.png |caption="Neutral? What's that?"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*This is a GT anti-air beam. Hits twice.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_UIGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|image=DBFZ_UIGoku_6H.png |caption=Chacha real smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Command dodge for everything in the game, physical and projectile, grounded and air, assists, you name it.<br />
*On successful activation, Goku will slide behind the opponent allowing for immediate followups.<br />
Seems to have a short amount of invulnerability afterwards to prevent projectiles or autocorrecting from hitting Goku. This effectively wins neutral automatically.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6S</font>======<br />
{{MoveData<br />
|name=6S<br />
|image=DBFZ_UIGoku_6S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Second part of the move wallbounces.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_UIGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_UIGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_UIGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Wall bounces on Smash hit<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_UIGoku_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_UIGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Standard j.2H that can be jump cancelled on non-Smash hit.<br />
* Can combo into j.L with Smash like Kefla.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Special 1</font>======<br />
{{MoveData<br />
|name=Special 1<br />
|input=236L/M/H<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Placeholder<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Placeholder<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Special 2</font>======<br />
{{MoveData<br />
|name=Special 2<br />
|input=j.236L/M/H<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Soft knockdown<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Sliding knockdown<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Side switches and Ground bounces<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Special 3</font>======<br />
{{MoveData<br />
|name=Special 3<br />
|input=214L/M/H<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Flips and punches upside down. Safe on block(?)<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Flips and grabs the opponent upon landing. Side switches<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Goku disappears and reappears midair. A reversal that leads to a combo on hit<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Special 4</font>======<br />
{{MoveData<br />
|name=Special 4<br />
|input=236S or 214S (Air OK)<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Goku flips forward or back depending on the input used and fires a beam angled downward similar to Cell's j.236S<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Special 5</font>======<br />
{{MoveData<br />
|name=Special 5<br />
|input=22S<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|22S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Reversal<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Special 6</font>======<br />
{{MoveData<br />
|name=Special 6<br />
|input=[L+M] after Air Tech<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.[L+M]}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Teleports in front of the opponent and does the Goku staple Charge<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=236S<br />
|input=Assist A<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=22S<br />
|input=Assist B<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=???<br />
|input=Assist C<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Super 1</font>======<br />
{{MoveData<br />
|name=Super 1<br />
|input=236L+M (Air OK)<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Switches sides<br />
}}<br />
{{AttackVersion|name=Super 1+1|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Switches sides back<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Super 2</font>======<br />
{{MoveData<br />
|name=Super 2<br />
|input=236H+S (Air OK)<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Placeholder<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Silver Dragon Flash</font>======<br />
{{MoveData<br />
|name=Silver Dragon Flash<br />
|input=214L+M or 214H+S (Air OK)<br />
|image= |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
*Switches sides<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Cell&diff=154185DBFZ/Cell2020-05-08T20:10:42Z<p>24.46.145.190: /* 5L */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Cell<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Cell_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Balanced, Pressure, Footsies<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Cell<br />
| game = DBFZ<br />
| quote = At last...I can finally test the power of my Perfect Form.<br />
| voice = Japanese: Norio Wakamoto English: Dameon Clarke<br />
| lore = The ultimate creation of the mad scientist, Dr. Gero. Cell is a bio-android, created using the DNA of some of Universe 7's strongest fighters (Frieza, Goku, Vegeta, Tien, Etc.), each of which change his personality (Goku's lust for battle, and Frieza's evil heart being examples of such). Cell is capable of gaining power through absorbing people into his being and, upon absorbing Androids 17 and 18, he attained his "Perfect" form, making him one of the most powerful and dangerous villains in the world, who would've destroyed the Earth if not for Gohan who, as an adolescent, defeated him.<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|Cell}} is a dangerously perfect fighter, equipped with a deadly arsenal of moves that dominate the course of the match.<br />
| pros =<br />
* Marvelously well-rounded kit allows him to tackle almost all situations.<br />
* Outstanding buttons, all of which are fast and far reaching like [[DBFZ/Cell#5LL| 5LL]] and [[DBFZ/Cell#2M| 2M]].<br />
* Excellent corner carry along with rejump routes that lead to high damage.<br />
* [[DBFZ/Cell#j.s|J.S]] enables his bomb routes at the corner for even higher damage.<br />
* [[DBFZ/Cell#Perfect Attack| Perfect Attack]] is one of the most infamous moves in the game, and also the game's undisputed best anti-air move. A blockstring weapon, a combo extender, a pressure set-up, and most importantly, '''the''' TOD starter. <br />
* Great neutral with good air-to-air options, and an aggressively-angled aerial beam.<br />
* Amazing stagger pressure and frame-traps, with many normals that are safe on block.<br />
* Solid pressure off of left-right mixups due to his [[DBFZ/Cell#5M| 5M]] having far reach.<br />
* [[DBFZ/Cell#Psycho Crash| Psycho Crash]] is a near-untelegraphed full-screen command grab.<br />
* Possesses the highest amount of corner combo routes, along with having multiple variations for different characters and starters, and with assists, has access to a multitude of realistic TOD routes that don't use Sparking!.<br />
| cons =<br />
* All of his assists are situational.<br />
* [[DBFZ/Cell#2H| 2H]] has an ironically short vertical and horizontal hitbox.<br />
* [[DBFZ/Cell#Hell Strike| Hell Strike]] can be 2H'd when anticipated, furthering it's similarities with Vanish.<br />
* The further Cell is optimized, the higher the execution barrier.<br />
* May have the most problems with hitstun decay, due to how long his optimized combos can be. <br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Cell_5L.png |caption=<br />
|image2=DBFZ_Cell_5LL.png |caption2=<br />
|image3=DBFZ_Cell_5LLL.png |caption3= Gimme a hug<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important points go here.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Holding {{4}} or {{2}} halves the distance Cell covers.<br />
5LL[4] can be useful for reflect bait and punish with 5LLL. Since most players would double reflect 5L 5LL due to its coverage.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work.<br />
* Can used multiple times per combo.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Cell_5M.png |caption=Did you press a button after my minus frames? '''FOOL.'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5M}}<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{AttackVersion|name=4MM}}<br />
{{#lst:{{PAGENAME}}/Data|4MM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can late cancel 5M into 4MM even on whiff.<br />
* 5M > 4MM will combo on standing/crouching characters.<br />
* Excellent button after doing a left-right mixup. If it connects, you can link with 5MM > 6H > 5H into a combo. If the opponent blocks, you can continue your pressure.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Cell_5H.png |caption=Give 'em the reverse boot<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is when fully held.<br />
* Charged version has momentum that is maintained when cancelled.<br />
This move has decent range on it's own, but the charged version is something special. If charged in the corner and canceled, Cell is pushed back to about half-screen. This allows for all sorts of shenanigans with his beam being hard to punish and 214S being incontestable to mashing.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Cell_5S.png |caption= Begone to your shine!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated up to 5 times.<br />
* Mainly used in blockstrings to reset assist cooldowns.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Cell_2L.png |caption=The only move you need<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Excellent stagger tool with remarkable range for a 2L.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Cell_2M.png |caption=M. Bison called.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great range.<br />
* Always works after 5M and 5MM.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Cell_2H.png |caption=I kicked me height<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Short horizontal range.<br />
* Short vertical range.<br />
The one normal Cell has that's not good, and it's actually somewhat bad. Still does the job as a standard 2H, but the hitbox is not as lenient as others.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Cell_2S.png |caption=This isn't flying! This is falling! with ''style''!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Lunges forward.<br />
* Unlike 5S, these Ki blasts explode on impact. On hit will carry the opponent with Cell.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Cell_6M.png |caption=The People's Cellbow<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike the rest of Cell's buttons, this has low range.<br />
* Cell's stubby jab means it's hard to challenge after it's blocked.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=Low Kick<br />
|image=DBFZ_Cell_6H.png |caption=Scuffin' ya Jordans<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Cell's third low.<br />
* Useful during blockstrings.<br />
* Scales like a light starter.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Cell_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long reaching and fast, a good air-to-air.<br />
* Vertical hitbox leaves much to be desired, as it will whiff if used more than once in an air string.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Cell_jM.png |caption=CREDIT CARD SWIPE<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good air to air normal.<br />
* Good hitstun, allows it to combo into j.S and j.2H.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Cell_jH.png |caption=The People's OTHER Cellbow<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike most characters, j.H doesn't usually end combos. Most Cell combos end with j.H > j.S > j.236X.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Cell_jS.png |caption=MILLY ROCK!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unique full screen blast.<br />
* The swipe has a hitbox. This hit will knock the opponent vertically downward.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Cell_j2H.png |caption=H E L L O<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike most j.2Hs, Cell's j.2H will knock the opponent away horizontally instead of upwards.<br />
* Combos into j.236L/M in the corner post-Smash!<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Hell Strike</font>======<br />
{{MoveData<br />
|input=j.2M<br />
|image=DBFZ_Cell_HellStrike.png |caption=*Teleports behind you*<br />
|image2=DBFZ_Cell_HellStrike-2.png |caption2=imquiteconfidentinmyspeedyouknow<br />
|name=Hell Strike<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has bad vertical tracking.<br />
* Can be converted into a combo by using Vanish.<br />
Cell teleports behind his opponent and attacks with a swipe. Useful in combos because of the sideswap countering the sideswap of a Vanish, and useful (sometimes) in neutral to punish committal Ki Blasts and Beams.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Rolling Crush</font>======<br />
{{MoveData<br />
|name=Rolling Crush<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Cell_RollingCrush.png |caption=SPIN2WIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Last hit hits high.<br />
* Smash on last hit.<br />
* L versions cause a short sliding knockdown on Smash hit.<br />
* M and H versions cause a ground bounce sliding knockdown on Smash hit.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Useful during a blockstring.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can alter the distance Cell travels by holding forward or backward.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can also alter the distance Cell travels by holding forward or backward.<br />
}}<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Rolls diagonally down.<br />
}}<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels further than L version.<br />
}}<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Rolls straight down.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Perfect Attack</font>======<br />
{{MoveData<br />
|name=Perfect Attack<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Cell_PerfectAttack.png |caption= HAVE YOU EVER BEEN HIT SO HARD FROM A CASUAL MOVEMENT THAT YOU GET TOD?<br />
|image2=DBFZ_Cell_6M.png |caption2= YEAH ME TOO<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash on last hit.<br />
* Ground version on block, the second followup will still come out, while the third followup will only come out if the second one hit.<br />
* Air version on block, followups won't come out.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* True blockstring.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Switches sides.<br />
* True blockstring.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Invulnerable to airborne attacks from the 1st frame.<br />
* Has enough range to hit an opponent from "round start" position.<br />
* On block, Cell recovers in midair behind the opponent. Can be used for mixups with assists.<br />
* '''If reflected''', Cell won't do the teleport, unlike L and M version.<br />
* The grab at the end only hits once per combo.<br />
}}<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Switches sides on hit.<br />
}}<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Similar teleport properties to the ground version.<br />
* Last hit teleports to the ground, wallbounce on Smash hit.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=236S (Air OK)<br />
|image=DBFZ_Cell_Kamehameha.png |caption=<br />
|image2=DBFZ_Cell_Kamehameha-2.png |caption2=<br />
|image3=DBFZ_Cell_Kamehameha-3.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version can be aimed upwards by holding up or down after the input.<br />
* Air version can only be fired angled downwards.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Psycho Crash</font>======<br />
{{MoveData<br />
|name=Psycho Crash<br />
|input=214S<br />
|image=DBFZ_Cell_PsychoCrash.png |caption=''"AND THAT ONE'S STILL GREEN!"''<br />
|image2=DBFZ_Cell_PsychoCrash2.png |caption2=Why is he humming to himself?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Full screen command grab.<br />
* Has a minimum distance it can hit at, meaning it won't hit closer up to Cell unless he has the opponent in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist A<br />
|image=DBFZ_Cell_AirKamehameha.png |caption=''"Fine, how's this?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fires a Kamehameha downwards.<br />
The angle of this kamehameha assist makes it less useful as a long range neutral tool. It's pretty good as an anti-air though, and can be used for pressure in the corner.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Shoulder Tackle<br />
|input=Assist B<br />
|image=DBFZ_Cell_5LL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Bardock A assist, but bad.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Perfect Attack<br />
|input=Assist C<br />
|image=DBFZ_Cell_PerfectAttack.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Cell teleports to the opponent and performs all three hits of L Perfect Attack.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Energy Field</font>======<br />
{{MoveData<br />
|name=Energy Field<br />
|input=236L+M or 236H+S (Air OK)<br />
|image=DBFZ_Cell_EnergyField.png |caption=MUDADA! HAAAHAHAHA!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Not a reversal.<br />
* Minimum damage: 135*6 (810).<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Solar Kamehameha</font>======<br />
{{MoveData<br />
|name=Solar Kamehameha<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_Cell_SolarKamehameha.png |caption=''"You and the earth shall be '''DESTROYED'''!"''<br />
|image2=DBFZ_Cell_SolarKamehameha-2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Invulnerable during startup.<br />
* Minimum damage: 1672.<br />
* +42 on hit, but leaves the opponent at fullscreen if you aren't in the corner.<br />
Cell's level 3 is actually pretty good. It does about average damage and allows for a really easy safejump in the corner by just holding [9] and pressing j.H as you fall. Midscreen, the best you can do is run up and meaty with 2L or attempt a delayed 214S as a gimmick.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Cell]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Android_17&diff=154184DBFZ/Android 172020-05-08T20:09:45Z<p>24.46.145.190: /* Barrier Explosion */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Android 17<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Android_17_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Rekka, Mix-up<br />
|-<br />
| '''Team Role''' || Point, Mid<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Android 17<br />
| game = DBFZ<br />
| icon = DBFZ_Android17_Icon.png<br />
| quote = Let's have some fun. This is a game, after all.<br />
| lore = <br />
Android 18's younger twin brother. Forcibly turned into a cyborg alongside his sister by Dr. Gero for the purpose of destroying Son Goku, he rebelled and killed Dr Gero with little effort. Despite being free from the doctor's demands, both 17 and 18, along with the reactivated Android 16, continued in their task in killing Son Goku just for the entertainment. 17 was then absorbed by Imperfect Cell, but was later revived by Shenron after Cell's defeat. With Goku gone and the world at peace for the time, Android 17 became a park ranger in order to preserve nature and wildlife. Many years later, 17 finds himself with the Z Fighters again after being recruited by Son Goku to join in the Tournament of Power as one of Universe 7's strongest warriors, with 17 ultimately winning the tournament as the last remaining fighter.<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
Android 17 operates as a speed-type character who can throw out many special moves with follow-up inputs, as well as punish moves with his barrier.<br />
|pros=<br />
* Rekkas/multi-inputs, cross-ups and 4 lows give him a plethora of mixup options and damage.<br />
* First hit of the Driver rekkas is an anti-air.<br />
* Has good stagger pressure with his normals and rekkas.<br />
* Above average solo damage in the right scenarios.<br />
* Good meter gain when utilizing ki blasts.<br />
* Multiple ToD routes with the right assists and an even more amazing meter gain in sparking.<br />
* Barrier Explosion is a reversal, meaning Frame 1 invincible.<br />
* Acrobatic Assault allows him to have extra mobility with a little mix-up potential, and can also extend combos.<br />
* Nice corner carry with M rekka inputs.<br />
* Fast assist with multiple applications, being defensive and offensive at the same time.<br />
|cons=<br />
* More technical than other characters, which requires a higher level of execution and solid conditioning for his tactics.<br />
* His options in the air are very limited and his acrobatic assault only works in specific situations.<br />
* A lot of his strings or mix-ups are not real.<br />
* Most of his normals are poor in horizontal range.<br />
* Struggles a lot in neutral without assists except in a 1v1 situation.<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Android 17_5L.png |caption=<br />
|image2=DBFZ_Android 17_5LL.png |caption2=<br />
|image3=DBFZ_Android 17_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Basic jab with good vertical range, but with very poor horizontal range<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A17 dashes a good bit forward during this move<br />
* Has pretty short start up, allowing for 2L to connect with 5LL even if 5L wiffs.<br />
* Is one of 17's best combo starters.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* A17 Lunges forward and strikes with both his fists.<br />
* Is considered airborne during this move and thus is invulnerable to crouching moves.<br />
* Tracks the opponent's direction.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Android 17_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Lunges forward at medium range to reach opponent.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Android 17_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good move for setting up rekka combos and pressure<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Android 17_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Mash or hold S to shoot all 6 Ki blasts.<br />
* One of his few and best neutral tools.<br />
* Can be canceled into rekka, allowing for some sweet superdash bait.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Android 17_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits low and can be done twice.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Android 17_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Incredibly short range for a 2M, however pushes 17 forward slightly to make up for it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Android 17_2H.png |caption=DO THE MARIO<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* A very risky move since it can only be cancelled to superdash, 214S or 236S on block. Your opponent will know to wait for his 2H if he blocks this.<br />
* Difficult to combo in to normally.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Android 17_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">3H</font>======<br />
{{MoveData<br />
|name=3H<br />
|input=Sliding Sweep<br />
|image=DBFZ_Android 17_3H.png |caption=Gordeau Slide<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|3H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be followed up by 2H/5H.<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* 17's farthest reaching normal.<br />
* Hits at round start range.<br />
* Shrinks 17's hitbox, allowing him to pass underneath certain air attacks and beams/ki blasts<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Android 17_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has very poor range, but if timed precisely can stop superdash.<br />
* Mashing after acrobatic assault allows 17 to stay close to the opponent while hitting him in the air.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Android 17_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits at medium range.<br />
* Doing after Acrobatic Assault won't stop the momentum.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Android 17_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Typical combo ender.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Android 17_jS.png |caption=AKA, The Future Gohan Killer<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Mash or hold S to do all 3 hits.<br />
* Highly valuable combo tool in corner sparking combos.<br />
* Has enough hitstun to combo into superdash in the corner and among certain circumstances midscreen.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Android 17_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has a surprisingly big hitbox.<br />
* Very similar to A18 2H.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Accel Driver</font>======<br />
{{MoveData<br />
|name=Accel Driver<br />
|input=236L/M/H<br />
|image=DBFZ_Android17_AccelDriver.png |caption=Palm them with style.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* 17 rushes in to his opponent to perform an open palm strike against his opponent's chest.<br />
*4 hits per driver combo, but the 3 followups can be done in any order. 2S can always be added as an ender.<br />
*If no direction input is used, the order will go Top Gear > Second Gear > Low Gear<br />
*However, each Gear followup could only be used once.<br />
* All versions have Anti-Air property.<br />
* M and H versions can hold down the button and act as a fake out, similar to Trunks' Change the Future.<br />
* "Gear" follow-ups can be used even on whiff.<br />
* Any of the "Gear" follow-ups performed during Accel Driver can cancel into Finishing Driver.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Covers a lot more range and maintains the head invulnerabilty for the whole travel distance.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Crosses the opponent.<br />
* When done after a barrier punish, holding it will result in a fast reset that will leave 17 plus right in front of his opponent, and since 17 travels an incredible distance in a second, the screen transition can confuse the opponent.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Finishing Driver</font>======<br />
{{MoveData<br />
|name=Finishing Driver<br />
|input=214L/M/H<br />
|image=DBFZ_Android17_FinishingDriver.png |caption=Move back a bit, then strike.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* 17 sways back for a second, and then rushes to the opponent to perform an open palm strike against his opponent's chest.<br />
* Can be cancelled into rekka followups before 17 starts rushing.<br />
* All properties after the backstep are the same as Accel Driver.<br />
* Any of the "Gear" follow-ups performed during Finishing Driver can cancel into Accel Driver.<br />
* The H version, when hold after a 5H can lead to a cross-up reset.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Driver Follow-Ups</font>======<br />
{{MoveData<br />
|name=Driver Follow-Ups<br />
|input=Any button after a "Driver" attack<br />
|image=DBFZ_Android17_TopGear.png |caption=Combo and frame trap<br />
|image2=DBFZ_Android17_SecondGear.png |caption2=Overhead<br />
|image3=DBFZ_Android17_LowGear.png |caption3=B-Boy 17<br />
|image4=DBFZ_Android17_FakeOut.png |caption4=Fake overhead aka 17 doing his best A.Gohan impression<br />
|image5=DBFZ_Android17_ReverseGear.png |caption5=Counter. H version can cancel into attack very quickly.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* All M followups deal more damage and have more range than L version, with the extended range varies between moves.<br />
}}<br />
{{AttackVersion|name=Top Gear|subtitle=5L/M|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236X 5L}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236X 5M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Very useful and quick frame trap. <br />
}}<br />
{{AttackVersion|name=Second Gear|subtitle=6L/M|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236X 6L}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236X 6M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Despite being an overhead attack, it doesn't have head property, meaning the move can't be 2H'd/anti-aired.<br />
* Has an abhorring 60% initial proration, whereas other rekka moves have 70% when used as a combo starter.<br />
* Ground bounces the opponent in the air.<br />
* M version has enourmous range.<br />
}}<br />
{{AttackVersion|name=Low Gear|subtitle=2L/M|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236X 2L}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236X 2M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits low.<br />
* M version doesn't have as much range as the other follow-ups.<br />
}}<br />
{{AttackVersion|name=Fake Out|subtitle=4L/M|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236X 4L}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236X 4M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has a bit of landing recovery.<br />
* Cancellable to another rekka followup after 23/25 frames, making it a bit faster than the overhead.<br />
* Just like the overhead, the M version travels almost fullscreen.<br />
}}<br />
{{AttackVersion|name=Reverse Gear|subtitle=5H/S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236X 5H}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236X 5S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The followup Ki blast isn't automatic; and the user has to press a button to trigger it.<br />
* S version can only cancel to the Ki blast after absorbing a hit. Gains 25% Ki gauge each hit absorbed.<br />
* H version can freely be cancelled in to it's Ki blast follow-up, but still suffers form recovery on whiff. Doesn't gain meters from successful block.<br />
* H version can absorb level 1s and level 3s (except grabs) and can be done at any point during the rekka.<br />
* Ki-blast flows freely into rekka, especially the M starter version or the Top Gear L follow-up.<br />
* The ki-blast causes a wallbounce and is fully invulnerable during it's animation, but be aware of the recovery.<br />
}}<br />
{{AttackVersion|name=Acrobatic Assault|subtitle=6S or 4S|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236X 6S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236X 4S}}<br />
{{!}}-<br />
{{AttackVersion|name=Power Blitz Charge|subtitle=2S}}<br />
{{#lst:{{PAGENAME}}/Data|236X 2S}}<br />
{{!}}-<br />
{{AttackVersion|name=Power Blitz|subtitle=2S after Charge}}<br />
{{#lst:{{PAGENAME}}/Data|236X 2S Shot}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* These work the same as their traditional inputs.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Acrobatic Assault</font>======<br />
{{MoveData<br />
|name=Acrobatic Assault<br />
|input=236S or 214S (Air OK)<br />
|image=DBFZ_Android 17_AcrobaticAssault.png |caption=*SF2 Claw Yodel*<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=j.236S}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{AttackVersion|name=214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=j.214S}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* When 17 jumps off the wall, he is considered airborne. <br />
* All aerial inputs (other than jump and air dash) are possible.<br />
* Airborne at 12f when performed on the ground.<br />
* Earliest cancel from wall hop at 7f.<br />
* Landing recovery is 3f.<br />
* Can cancel the ground version with the air version after the wall cling.<br />
* Great tool to approach the opponent after a vanish.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Power Blitz Charge</font>======<br />
{{MoveData<br />
|name=Power Blitz Charge<br />
|input=22S<br />
|image=DBFZ_Android 17_PowerBlitzCharge.png |caption=*17 pretending to do the final flash*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|22S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both of 17's hands have hitboxes during the initial portion of the charging animation.<br />
* If it does hit, the strike will launch the enemy in the air (just like Teen Gohan's 5LL), which can be followed up by his Barrier Explosion or extend it into a combo.<br />
* 17 does not have necessarily to execute the full animation to charge his attack.<br />
* Can't be cancelled on whiff.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Power Blitz</font>======<br />
{{MoveData<br />
|name=Power Blitz<br />
|input=22S after Charge (Air OK)<br />
|image=DBFZ_Android 17_PowerBlitz.png |caption= neutral be like:<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|22S Shot}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.22S Shot}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Guaranteed sliding knockdown.<br />
* When released at the right height, it can take most of the screen.<br />
* Both projectiles have beam propertities.<br />
* First ball arcs up while the second goes diagonally down.<br />
* 17 must shoot at least one projectile to lose the Power Blitz Charge. Should the opponent interrupt him at an earlier point, he keeps the charge.<br />
* in the air, after shooting the projectiles, A17 descends to the ground at high speed, similar to A. Gohan's j.2S Fast-Fall.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Reverse Gear<br />
|input=Assist A<br />
|image=DBFZ_Android17_ReverseGear.png |caption=Block 'em, then Pop 'em<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pretty similar to android 18's barrier, though it has a ki blast attack after the barrier that can be punished if timed wrong.<br />
* Has very plentiful hitstop and hitstun, 20f and 46f respectively + a wall bounce, allowing for some characters to even perform double supers<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Power Blitz Charge<br />
|input=Assist B<br />
|image=DBFZ_Android 17_PowerBlitzCharge.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only does the charge.<br />
* Point 17's Power Blitz will be charged after this assist is used.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Accel Driver<br />
|input=Assist C<br />
|image=DBFZ_Android17_AccelDriver.png |caption=<br />
|image2=DBFZ_Android17_TopGear.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* His first two hits of the rekka sequence.<br />
* Even being a blockstun type C-assist, it has anti-air properties in his first hit, which makes it a little bit better than the others of it's kind.<br />
* Tracks opponents, though it remains on the ground.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Endgame</font>======<br />
{{MoveData<br />
|name=Endgame<br />
|input=236L+M<br />
|image=DBFZ_Android 17_Endgame1.png |caption=''"Sorry, Doc."''<br />
|image2=DBFZ_Android 17_Endgame2.png |caption2=''"Just following orders."''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports behind <s>you</s> the opponent.<br />
* Just like Cooler, DHC early will keep you on the same side while still get reduced damage. <br />
* KOing with this causes a kneeling animation.<br />
* Minimum damage 891. Non-cinematic version has minimum damage 708<br />
* Slow startup so Sliding Knockdown pickup is hard in some cases<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Barrier Explosion</font>======<br />
{{MoveData<br />
|name=Barrier Explosion<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Android 17_BarrierExplosion1.png |caption=''"I'll put a little effort into this!"''<br />
|image2=DBFZ_Android 17_BarrierExplosion2.png |caption2='''BOOSH'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* 17 covers himself in a barrier and rushes forward the opponent, covering all the screen.<br />
* The ground version corrects 17's position and puts him in the same height as his opponent.<br />
* Fully invulnerable from frame 1.<br />
* This is 17's DHC Super.<br />
* Minimum damage 817. Non-cinematic version has minimum damage 708.<br />
* Hard knockdowns in the air, so opponent cannot tech afterwards, so certain assists (Teen / Adult Gohan, Cooler, etc) can be used to combo after (timing for this is tight, need to be high in the air to work) until the opponent hits the ground.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Super Electric Strike</font>======<br />
{{MoveData<br />
|name=Super Electric Strike<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Android 17_SuperElectricStrike.png|caption=''"I'm gonna beat you like a rug... '''HAAA!!!'''"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version makes 17 jump back a little bit.<br />
17 releases a lot of energy from his body into his arms, which allows him to create a giant disk of energy that can take up most of the screen in all directions. As a projectile Level 3 attacks, the damage is mediocre, but it doesn't scale as much. <br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Android 17]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Vegeta&diff=154183DBFZ/Vegeta2020-05-08T20:05:24Z<p>24.46.145.190: /* j.2H */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Vegeta<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Vegeta_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Mix-up<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = Vegeta<br />
| game = DBFZ<br />
| quote = Be proud. You have the esteemed privilege of fighting a super-elite.<br />
| lore = <br />
Regal, egotistical, and full of pride, Vegeta IV is the prince of the fallen Saiyan race, as well as a ruthless, cold-blooded warrior and outright killer. While he is working for Frieza, he secretly intends to obtain the Dragon Balls to grant himself immortality, as well as avenge his race for the abuse it suffered at Frieza's hands. He was one of the most dangerous enemies Earth's defenders had to fight, easily overpowering Goku through sheer force. It took cunning, and a fair amount of luck, to defeat the villainous Saiyan prince and drive him away from Earth, which eventually led him to the truth behind Saiyans’ genocide by Frieza’s hand on Namek. (Name trivia: "Vegeta" comes from English "Vegetable". Saiyans all take from this motif, and the name "Saiyan" comes from Japanese word "Yasai", meaning vegetable.)<br />
<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|Vegeta}} is a strong, relentless character who uses tricky mix-ups and swift movement to create a vortex that opens up his victims.<br />
| pros =<br />
* Superb neutral with fantastic ki blasts and great movement options.<br />
* Fantastic pressure with numerous staggers + frame traps, making pressure resets easy.<br />
* Very high corner damage with ki blast loops and nice meter gain.<br />
*[[DBFZ/Vegeta#Super Dash Kick| Super Dash Kick]] and [[DBFZ/Vegeta#Energy Cutter| Energy Cutter]] are both used to set up high/low mix-ups when paired with assists, while also setting up safe-jump options in a blockstring.<br />
* [[DBFZ/Vegeta#Deadly Knee Drop|Deadly Knee Drop]] acts both as a teleporting instant overhead, and a meterless sliding knockdown. Using 2S/j.2S after its knockdown also grants him a safe jump and starts a blockstring.<br />
* Elite supers, and when used after [[DBFZ/Vegeta#I have no use for Saiyans that can't move|214S]], further buffs [[DBFZ/Vegeta#Galick Gun|Galick Gun]]'s and [[DBFZ/Vegeta#Galaxy Breaker|Galaxy Breaker]]'s overall damage. [[DBFZ/Vegeta#I have no use for Saiyans that can't move|214S]] also gives his level 3 Super more plus frames for even better Okizeme.<br />
* [[DBFZ/Vegeta#Super Dash Kick|Heavy Super Dash Kick]] can threaten left/right at any point in time due to it's side-switch property and also very fast speed.<br />
* All of the pros in conjunction with good assists, definitively makes Vegeta ''the'' vortex character.<br />
* [[DBFZ/Vegeta#Super Dash Kick|Medium Super Dash Kick]] grants him a meterless snapback at the corner.<br />
| cons =<br />
* Needs assists with high blockstun in order to make his mixup scary.<br />
* Above-average execution barrier.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Vegeta_5L.png |caption=<br />
|image2=DBFZ_Vegeta_5LL.png |caption2=<br />
|image3=DBFZ_Vegeta_5LLL.png |caption3=Heh, what dirty fireworks..<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Good Stagger.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Safe on Block.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text= <br />
* Calling an assist allows you to get a safe mixup off of a blocked 5LLL. You can go high with j.L, low with 2L, or airdash over crouching opponents for a fast crossup. Think of this as an alternative to 236S on block.<br />
* It's now an anti-air like 2H. Cool, but not useful.<br />
* Combos directly into 214X.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Vegeta_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Vegeta_5H.png |caption=The precursor to the Gran boot (Gran added the jumping)<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decent range.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Vegeta_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated up to 8 times.<br />
}}<br />
}}<nowiki/><br />
<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Vegeta_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits low, can be rapid fired twice like all other Vegetas.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Vegeta_2M.png |caption=BOI<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Vegeta_2H.png |caption=SHINE!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Vegeta_2S.png |caption= <br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Vegeta throws a Ki blast in an arc. You can make the arc shallow by doing 1S.<br />
* This can be used for oki after a slide knockdown<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Vegeta_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Vegeta_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Important points go here.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Vegeta_jM.png |caption=Credit Card Swipe<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Very good air-to-air normal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Vegeta_jH.png |caption="Get outta here"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
}}<br />
}}<nowiki/><br />
<br />
=====<font style="visibility:hidden;font-size:0">j.S</font> =====<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Vegeta_jS.png |caption=New Vegeta loops, part of this complete combo<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Similar to SSGSS Goku's j.S, but fired at a shallower angle. j.8S sends at a deeper angle, good at hitting people much closer to you and below you.<br />
* Does not stall you in the air.<br />
* Do after/during a backdash for faster recovery.<br />
* Good for keeping opponents in check thanks to it's fast recovery, but don't abuse it too much.<br />
* Useful for approaching when combined with an IAD, but it can be punished so mix it up with j.5H.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Vegeta_j2H.png |caption=DIE! HA! DIE! DIE! HA! DIE!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Vegeta is pushed forward a little when used.<br />
* So long as Vegeta is not touching the ground he can use this move again to stay hovered.<br />
* Father, may every soul hit by this move find their way to you. May all Base Vegeta players who use this move more than 5 times while airborne find their way to the deepest pits of hell. I pray that I will never cross paths with this button, lest I be clipped by its impure hitbox or its demonic range. May they find discomfort in all seating positions and may their buttons stick after 2 weeks of use. I offer this prayer to You. Amen.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2S</font>======<br />
{{MoveData<br />
|name=j.2S<br />
|image=DBFZ_Vegeta_j2S.png |caption=The Safejump-o-Matic™<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Like 2S but in the air.<br />
* Can aim with 1S.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Super Dash Kick</font>======<br />
{{MoveData<br />
|name=Super Dash Kick<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Vegeta_SuperDashKick.png |caption=I'm gonna rock you! Like a hurricane!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Vegeta recovers in midair.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes full-screen.<br />
* Causes a wallbounce.<br />
* Easy way to get a solo snap in the corner.<br />
* Crosses up on block, so with some assists you can iad back to get a crossup<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Goes full-screen.<br />
* Vegeta teleports behind the opponent and hits them.<br />
* Causes a wallbounce.<br />
* Crosses up on block.<br />
* If it hits, you can combo into 236M from it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Deadly Knee Drop</font>======<br />
{{MoveData<br />
|name=Deadly Knee Drop<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Vegeta_DeadlyKneeDrop.png |caption=FOOTDIVE<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Results in a sliding knockdown.<br />
If the hitstun proration isn't too bad, this will combo from j.2H. Use this to end air combos if at all possible, as it brings you down with them. Doesn't allow for j.2S oki.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Causes a bounce sliding knockdown that can be picked up with an assist.<br />
* Has enough knockdown time for j.2S setups<br />
* On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.<br />
Combos off of smash hit j.2H, so you'll end up seeing this move a lot in most of Vegeta's ki blast loops as an ender. <br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Causes a bounce sliding knockdown that can be picked up with an assist.<br />
* Preserves your smash.<br />
* On hit, holding forward will allow for some oki or combo directly into 214S without the need of whiff Vanish.<br />
Pretty useful for some combos where you may have already used up your smash or a conversion off of a vanish, and if you have the meter to spare on it. Because of it's speed it gives Vegeta a lot more oki than the other knee drops can, especially right after j.2H. <br />
<hr><br />
* All versions teleport to the opponent's location.<br />
* Default action on hit/block/whiff is to bounce backwards, bounce forwards by holding forwards.<br />
* L/M versions can be converted into a combo if done raw with vanish > 214S.<br />
A strong part of Vegeta's mixup game, especially because of the possibilities for it. Holding forward after the move, even on whiff, will propel Vegeta forward which can give him more pressure in many situations. If you don't hold back, you can combine Vegeta's backwards jump of sorts into 2S/1S which, depending on which one you use, can catch your opponent's wakeup and will catch them mashing something and/or give Vegeta much more pressure. Vegeta teleporting above the opponent helps too, as it can be used to either catch your opponent off guard in neutral, or go for a really tricky reset, but be careful because it can be 2H'd very easily if your opponent reacts to it.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Energy Cutter</font>======<br />
{{MoveData<br />
|name=Energy Cutter<br />
|input=236S<br />
|image=DBFZ_Vegeta_EnergyCutter.png |caption= "Oh no, the kid's a monkey! '''''DESTRUCTO DISC!"'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Leaves Vegeta airborne once complete. Allows for a mixup with an assist.<br />
* Can be aimed with 8/2.<br />
Vegeta's 236S is alright as a projectile, but surprisingly where the move really takes off is in its mixup utility. Using this on an opponent's wakeup after Vegeta gets a sliding knockdown lets him get a mixup scenario, as you can airdash after the move is done, and this is amplified even further by his assists. He can also safejump off of this move, which makes it even stronger. It's not his strongest mixup tool, but it sure is a good one.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">I have no use for Saiyans that can't move</font>======<br />
{{MoveData<br />
|name=I have no use for Saiyans that can't move<br />
|input=214S<br />
|image=DBFZ_Vegeta_IHaveNoUse.png |caption=You know, theres a certain sport I excel at..<br />
|image2=DBFZ_Vegeta_IHaveNoUse2.png |caption2=COMPETITIVE BITCH TOSS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Vegeta grabs his opponent and tosses them into the air straight above him.<br />
* This skill works like a command grab and cannot be blocked.<br />
* If the camera zooms in, you can superdash for a full combo. If not, you can vanish or super.<br />
* Works on sliding knockdown state opponents.<br />
* Will ''not'' work on crouching or aerial opponents (only standing).<br />
* Uses his smash, so j.H gives sliding knockdown.<br />
* Use before level 3 super in the corner to maintain optimal positioning.<br />
On its own, Vegeta's command grab isn't that great. It's got very poor range and for some reason, it cannot connect on crouching opponents; it will only work on standing opponents, which makes the move hard to land raw as a mixup tool. Its strongest utility comes in the fact that it can be used as an OTG off of a sliding knockdown. This lets Vegeta possibly extend into a bit more damage, or more easily confirm into his level 1 or level 3 supers. When done raw or done before Vegeta uses his launcher smash, a cinematic will play, and this will allow Vegeta to easily follow up and get a sliding knockdown.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Energy Cutter<br />
|input=Assist A<br />
|image=DBFZ_Vegeta_EnergyCutter.png |caption=''""There's no such thing as a dirty fight..."''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On hit, all the hits do one hit. On block, all 5 hits are done separately.<br />
<br />
Very low blockstun, but still a pretty solid tool all around. It can be useful for catching people out of the air at longer ranges, dragging them back to the ground on block. It's useful for combos as well.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Super Dash Kick<br />
|input=Assist B<br />
|image=DBFZ_Vegeta_SuperDashKick.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Travels about half-screen.<br />
* Launches outward on hit. Goes past opponent on block.<br />
* 25 frames of blockstun.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Dirty Fireworks<br />
|input=Assist C<br />
|image=DBFZ_Vegeta_5LLL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the opponent's location.<br />
* If the uppercut connects on any active frame, it transitions to the explosion and knee drop. <br />
* Causes a bounce sliding knockdown on hit (however, if hitstun is too high, the kneedrop will not cause this)<br />
* Surprizingly good superdash deterrent.<br />
Vegeta uppercuts the opponent, blows them up, and brings them back to the ground for their troubles. It's pretty good, especially considering Vegeta's role as a point character, so this isn't a terrible option. It can be a bit awkward to combo into due to the timing of it, but this is something that can be easily learned and dealt with. Using this depends on what you're looking for with your team, and there may be better C assist options. Still, it's good at what it does, and is easy to hit confirm out of should it connect.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Galick Gun</font>======<br />
{{MoveData<br />
|name=Galick Gun<br />
|input=236L+M or 236H+S (Air OK)<br />
|image=DBFZ_Vegeta_GalickGun.png |caption=''"This planet is '''history'''!"''<br />
|image2=DBFZ_Vegeta_GalickGun2.png |caption2=''"You hear me, Kakarot?<br>You're '''FINISHED'''!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage: 78*10 [98*10].<br />
* Ground version automatically leaps up and tracks the opponent. Values in [ ] are when he leaps over jump height.<br />
* Air version only goes up a set distance, so it's not guaranteed to hit.<br />
If you want the damage boost in the corner, you can end the combo with 214S > 236L+M, or even just j.214M ▷ 236L+M, since j.214M without any extra input will bounce backwards, creating enough distance for the leap. In midscreen, end it with j.H ▷ 236L+M instead of something like j.236L > j.236L+M.<br />
<br />
Amazing DHC Super since not only does it track anywhere, DHC-ing in the air will also get Vegeta the damage boost.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Galaxy Breaker</font>======<br />
{{MoveData<br />
|name=Galaxy Breaker<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_Vegeta_GalaxyBreaker.png |caption="Remember the bug planet, Vegeta?"<br />
|image2=DBFZ_Vegeta_GalaxyBreaker2.png |caption2=''"Vegeta doesn't do enough damage."'' - ArcSys<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 86*20 [96*20].<br />
* Values in [ ] are when canceled from 214S.<br />
* Leaves Vegeta at +27, enough for an Instant Airdash.<br />
* When canceled from 214S, this move will give Vegeta different camera angles, buff the minimum damage to 1920, and leave Vegeta at +43 on hit. This gives him enough time for j.2H > airdash high/land low, a potent combination of damage and okizeme.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegeta]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Goku&diff=152074DBFZ/SSB Goku2020-04-26T19:34:24Z<p>24.46.145.190: /* Extreme Speed Kamehameha */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Goku_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Mix-up<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = SSB Goku<br />
| game = DBFZ<br />
| icon = DBFZ_SSBGoku_Icon.png<br />
| quote = This is what it looks like to go beyond Super Saiyan God!<br />
| lore = <br />
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku/Wukong started to train with the God of Destruction Beerus' teacher, Whis, alongside Vegeta to expand upon their powers. The end result of his training is a new level of power, the "Super Saiyan God Super Saiyan": a blue-haired super form that combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans exclusively.<br />
<br />
}}<br />
<br />
===Playstyle===<br />
{{StrengthsAndWeaknesses<br />
|intro=<br />
SSGSS Goku has a similar fighting style to that of the original, but brings a playstyle consisting of strong mobility options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows.<br />
<br />
|pros=<br />
* Good neutral options with {{clr|4|5S}}, {{clr|4|j.S}}, Ki blast deflecting shoulder charge, very fast dive kicks, meterless teleport.<br />
* {{clr|3|2M}} is one of the best of its kind.<br />
* Extremely scary at close range with good stagger, fast lows, unreactable command grab.<br />
* Has multiple anywhere meterless sliding knockdowns.<br />
* Very high corner combo damage, solo or assisted.<br />
* Versatile Supers, very easy to combo into and deal high damage.<br />
|cons=<br />
* Very high skill ceiling, as his best combo routes are rather difficult.<br />
* His neutral tools while good, are all high commitment and need to be timed well. Prefers neutral assists to function well, as he can't reliably get in by himself.<br />
* Relies a lot on conditioning, despite the multitude of mixup options.<br />
}}<br />
<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name={{clr|2|5L}}<br />
|image=DBFZ_SSBGoku_5L.png |caption=<br />
|image2=DBFZ_SSBGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSBGoku_5LLL.png |caption3=The online special<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Standard jab, and Goku's fastest normal.<br />
<br />
{{clr|2|4LL}} > {{clr|3|2M}} or {{clr|2|2LL}} > {{clr|3|2M}} are really strong stagger string.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Launches on hit.<br />
Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches.<br />
<br />
The large amount of hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* {{clr|2|5LL}} > {{clr|2|5LLL}} has a massive gap in between.<br />
* Combos into SD midsceen or even links to air normals in the corner.<br />
Very slow, highly telegraphed, and the reward isn't so big. Since the threat of 214X exists, the opponent will be more likely to mash and they'll punish 5LLL outright if it's not covered with assists. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name={{clr|3|5M}}<br />
|image=DBFZ_SSBGoku_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Holding {{4}} reduces forward momentum and recovery.<br />
{{clr|3|5M}} has extremely good range, even longer reach than {{clr|3|2M}}. {{clr|3|5M}} with dash momentum is very scary.<br />
<br />
{{clr|3|4M}} is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name={{clr|5|5H}}<br />
|image=DBFZ_SSBGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounds on Smash hit. Combos into SD.<br />
* Non-Smash only combos into SD in the corner.<br />
Used for block string and combo filler.<br />
<br />
A quirk this move has is that mid blockstring, it can beat Solo Guard Cancel clean on reaction.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name={{clr|4|5S}}<br />
|image=DBFZ_SSBGoku_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Mash or hold {{clr|4|S}} to shoot all 6 Ki blasts.<br />
* Last Ki blast launches on hit.<br />
This is his only grounded projectile, making it vital for his neutral game.<br />
<br />
You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name={{clr|2|2L}}<br />
|image=DBFZ_SSBGoku_2L.png |caption=Had to go SSGSS to learn how to poke toes<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name={{clr|3|2M}}<br />
|image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
His third low. IAD j.S ▷ 2M has deceptively long range.<br />
<br />
Arguably the best {{clr|3|2M}} in the game with its combination of fast startup, low recovery, low profile, deceptive reach, and high reward, making it a force to be reckoned with during neutral and offense. On block, {{clr|3|2M}} {{clr|3|2M}} and {{clr|4|5S}} {{clr|3|2M}} beat mashing more often than you'd expect. {{clr|4|5S}} {{clr|3|2M}} is also especially strong since it also spaces Goku for his {{clr|3|2M}} > {{clr|3|4M}} shenanigans.<br />
<br />
You can also just throw this out in neutral/scrambles and watch as they get hit by it second-guessing themselves.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name={{clr|5|2H}}<br />
|image=DBFZ_SSBGoku_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Puts Goku airborne.<br />
* Smash hit has more hitstun and combos into SD.<br />
Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully.<br />
<br />
Smash hit can also combo into {{clr|4|j.236S}} for a quick sides switch into SKD.<br />
<br />
On block, cancel into {{clr|2|j.236L}} to stay safe (-2) or {{clr|5|j.214H}} with an assist for mixups.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name={{clr|3|6M}}<br />
|image=DBFZ_SSBGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as airborne.<br />
* Uses the same hitboxes and hurtboxes as Goku's {{clr|5|j.H}}.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name={{clr|2|j.L}}<br />
|image=DBFZ_SSBGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Standard air jab.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name={{clr|3|j.M}}<br />
|image=DBFZ_SSBGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Great air-to-air. IAD {{clr|3|j.M}} is also Goku's best cross-up option. On hit, confirms with {{clr|3|2M}} or microdash {{clr|2|5L}}, depending on the height.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
||name={{clr|5|j.H}}<br />
|image=DBFZ_SSBGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes sliding knockdown.<br />
Go-to jump in.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
||name={{clr|4|j.S}}<br />
|image=DBFZ_SSBGoku_jS.png |caption=Shades of Akuma<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Doesn't halt air momentum like most {{clr|4|j.S}}.<br />
* Doesn't launches airborne opponent like most {{clr|4|j.S}}, instead it pushes them down.<br />
Forward IAD {{clr|4|j.S}} beats anti-airs and puts Goku +10 at minimum.<br />
<br />
Due to maintaining full momentum, IAD j.X > {{clr|4|j.S}} will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD {{clr|3|j.M}}{{clr|2|(L)}}{{clr|5|2H}} > delay {{clr|4|j.S}} would always connect. {{clr|4|j.S}} ▷ {{clr|2|214L}} coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into {{clr|3|2M}} punish, but the thought of reflecting {{clr|4|j.S}} at all is a gamble because the Ki blast might not even come out.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
||name={{clr|5|j.2H}}<br />
|image=DBFZ_SSBGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit has more hitstun and combos into SD.<br />
Basic air launcher. Similar to {{clr|5|2H}}, Smash {{clr|5|j.2H}} can also combo into {{clr|4|j.236S}}.<br />
}}<br />
}}<nowiki/><br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Void Strike</font>======<br />
{{MoveData<br />
|name=Divine Void Strike<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption=Original move<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Removes other landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 4.<br />
* Goes almost half screen.<br />
A safe blockstring ender and a great combo filler, used in Goku's advanced combos.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 4.<br />
* Goes 75% of the screen.<br />
* Smash hit corner bounds.<br />
* 5MMM version corner bounces on Smash hit.<br />
Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of {{clr|5|2H}} > {{clr|3|j.236M}}, it beats even counter {{clr|5|2H}}.<br />
<br />
Used in corner BnBs. Smash {{clr|3|j.236M}} also link into j.DR in the corner for an easy snapback.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 1.<br />
* Teleports toward to the other wall, then charges backward.<br />
* Goes fullscreen. Air version has slight vertical tracking.<br />
* Wall bounces on Smash hit.<br />
* Air version on ground block ({{clr|5|2H}} > {{clr|5|j.236H}} + assist) leaves Goku at -5 in the air.<br />
A good neutral check that can be solo converted anywhere on screen.<br />
<br />
Not a good idea to use as a reversal as the invul from teleporting comes in too late.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Super God Shock Flash</font>======<br />
{{MoveData<br />
|name=Super God Shock Flash<br />
|input=214L/M/H<br />
|image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption="Hey, what's that on your shirt?"<br />
|image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2='''TICK THROW'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash on the throw.<br />
* Values in [] is if the throw whiffs.<br />
* Can only grab grounded or "grounded-by-proximity" opponents.<br />
* D Smash grab has identical effect to {{clr|2|214L}}.<br />
* After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Stays in place. If the grab whiffs, does a short ranged punch as followup.<br />
* On hit, the grab knocks the opponent away into a SKD, while the punch only launches them.<br />
The only 17f (note: unreactable) command grab that can be converted into a combo with resources. Thought it often can't connect mid-blockstring and requires a microdash.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleports a short distance forward before the grab.<br />
* U Smash hit wall bounces.<br />
The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold {{4}} and walk out of the grab.<br />
<br />
Though, it's almost half the speed of {{clr|2|214L}} and the lack of a follow-up makes it incredibly unsafe.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has the range of 214M and the safe punch of {{clr|2|214L}}.<br />
* U Smash hit wall bounces.<br />
Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than {{clr|3|214M}}.<br />
<br />
This move is currently bugged, dealing 40% blue health and building a tiny bit of meter on Smash hit unlike other EX specials.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Dragon Flash Kick</font>======<br />
{{MoveData<br />
|name=Dragon Flash Kick<br />
|input=j.214L/M/H<br />
|image=DBFZ_SSBGoku_DragonFlashKick.png |caption="Wait a sec... This isn't Flash Kick...!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reels back a tiny bit before diving 45 degree downward.<br />
* Advantage ranges from -1 to -6. {{clr|5|2H}} > {{clr|2|j.214L}} is a true blockstring that leaves Goku at -3 on the ground.<br />
One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension.<br />
<br />
Does slightly more damage than {{clr|5|j.H}} and can combo from {{clr|4|j.S}}, making this move slightly more preferable to {{clr|5|j.H}} in assisted and Vanish combos.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes sliding knockdown.<br />
* Advantage ranges from -1 to -6. {{clr|5|2H}} > {{clr|3|j.214M}} has a gap that beats counter {{clr|5|2H}}, leaves Goku at -3 on the ground.<br />
Goku's anywhere meterless SKD. It's almost always better than {{clr|5|j.H}} as a solo combo ender.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown.<br />
* On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody for a double sideswitch.<br />
* Advantage ranges from -3 to -7. 2H > {{clr|5|j.214H}} is a true blockstring that leaves Goku at -4 in the air.<br />
{{clr|4|j.S}} > {{clr|5|j.214H}} is an okay solo combo ender in case you can't use {{clr|3|j.214M}}, but where this move really shines is as a mixup tool covered by assists.<br />
<br />
After a blocked {{clr|5|j.214H}}, Goku can do a 4-way mixup with empty {{clr|2|2L}}, empty {{clr|2|214L}}, airdash crossup {{clr|4|j.S}}, late airdash same side {{clr|2|j.L}}. However, late airdash {{clr|2|j.L}} while universal is rather hard to pull off, the entire setup requires good blockstun assists and a 2H in the string, so it's susceptible to GC.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Instant Transmission</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=236S or 214S (Air OK)<br />
|image=DBFZ_SSBGoku_InstantTransmission.png |caption=''"Did he just remember he could do that?"''<br />
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2=''"Your father's an idiot."''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236S|subtitle=or j.236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=214S|subtitle=or j.214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, {{clr|4|214S}} goes in front. Uses the direction Goku's facing to determine how he teleports.<br />
* After teleporting, the move still has some vertical tracking to make sure it connects.<br />
* Smash hit causes sliding knockdown.<br />
High risk, decent reward neutral check. It's easily 2H-able if the opponent is ready, but you get some oki if it hits and solo pressure if they block it.<br />
}}<br />
}}<nowiki/><br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Dragon Flash Kick<br />
|input=Assist A<br />
|image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption=''Actually does something now''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has some horizontal tracking.<br />
* Ground bounce into sliding knockdown on hit.<br />
A screen control assist, cutting through almost everything in neutral. On hit, the ground bounce also enables unique air-to-ground extension unlike most other pop-up assists.<br />
<br />
Can also be used right before a low recovery Super like Bardock and AGohan's 236LM for a SKD they otherwise wouldn't get.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Divine Void Strike<br />
|input=Assist B<br />
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= Original assist<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Deflects Ki Blasts.<br />
* Launches on hit.<br />
Basic strike assist. Good for raw Super Dash + assist. <br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=Assist C<br />
|image=DBFZ_SSBGoku_InstantTransmission-2.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks the opponent anywhere on screen.<br />
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.<br />
}}<br />
}}<nowiki/><br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Extreme Speed Kamehameha</font>======<br />
{{MoveData<br />
|name=Extreme Speed Kamehameha<br />
|input=236L+M or 236H+S (Air OK)<br />
|image=DBFZ_SSBGoku_ExtremeSpeedKamehameha.png |caption=''"You're finished!"''<br />
|image2=DBFZ_SSBGoku_ExtremeSpeedKamehameha-2.png |caption2=''"EYAAAAH!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}- <br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Doing raw, ground version will slightly adjust position for that it hits, air version stays still. <br />
* Mid-combo, both version teleports to the opponent instead, though the angle isn't always the best. Always shows up from the direction Goku's facing.<br />
* Last hit causes sliding knockdown.<br />
* Minimum damage: 75*10 (750).<br />
Similar to SS Goku, he does have safe jump setup from this with j.LL2H > j.236L+M into airdash j.H, but it's not universal.<br />
}}<br />
}}<nowiki/><br />
<br />
======<font style="visibility:hidden;font-size:0">x10 Kaioken Kamehameha</font>======<br />
{{MoveData<br />
|name=x10 Kaioken Kamehameha<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_SSBGoku_x10KaiokenKamehameha.png |caption='''''"KAIOKEN!"'''''<br />
|image2=DBFZ_SSBGoku_x10KaiokenKamehameha2.png |caption2='''''"I'll finish this right now!"'''''<br />
|image3=DBFZ_SSBGoku_EvolvedAttack.png |caption3='''''"THERE YOU ARE!"'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=x10 Kaioken Kamehameha}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Evolved Attack|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits fullscreen.<br />
* There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick.<br />
* Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659.<br />
Only do the 2 bar extension if you wanna see the cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side.<br />
}}<br />
}}<nowiki/><br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Cooler&diff=151521DBFZ/Cooler2020-04-21T17:42:18Z<p>24.46.145.190: /* 3H */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Cooler<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Cooler_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Defensive<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"I'm not short-sighted like my brother. I will be sure to exterminate every last one of you!"''<br />
<br />
<br />
Cooler is Frieza's older brother and the eldest son of King Cold. After hearing of the demise of his brother, Cooler went to Earth to kill the Saiyan responsible for it, not out of family love, but honor, as he always considered himself superior to his little brother, and to show it, he developed his own transformation to surpass Frieza. Even with his new transformation, he would still be vanquished by the selfsame Saiyan that defeated his younger brother. (Name trivia: While one may think that the name "Cooler" comes from the Ice theme of the Frieza Race, this is only partially true. It comes from Japanese phrase "Yashi demo Kura" meaning "Let's chow down!")<br />
<br />
Cooler forces his way into ''Dragon Ball FighterZ'' as a DLC character, sporting a barbaric style in contrast to that of his brother: whereas Frieza likes to control the battlefield on his own terms, Cooler likes to dominate it with oppressive power.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Some attacks and super moves can overpower projectiles, or have incredibly high hitstun.<br />
* Long ranged attacks, some can even reach the entire stage<br />
* Lots of strong corner carry options, especially 5H, which help sets up for better positioning that will almost always lead to the corner.<br />
* Excellent defensive options with an invincible reversal that can be done in the air and a counter-based level 3 that will beat safejump setups if timed right.<br />
* Any stray hit can easily be comboed into a knockdown or ended in a super.<br />
* Cooler than Frieza.<br />
| style="width: 50%;"|<br />
* Slow normals and specials, which also means he fights hitstun decay in longer combos.<br />
* Few true blockstrings.<br />
* Needs a lot of meter to perform his strongest combos on top of slow meter gain.<br />
* Most of his specials and supers swap the opponent, which can take an opponent out of a corner.<br />
* His DHC can be difficult to combo into because it requires the enemy to be grounded. It also makes other supers whiff due to it being a cinematic, which can be a hindrance at times.<br />
* The way his assist launches can make it difficult for some characters to follow up optimally, as it sends them very high.<br />
* He's a prick.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Cooler_5L.png |caption=Big boi with small boi jab.<br />
|image2=DBFZ_Cooler_5LL.png |caption2=<br />
|image3=DBFZ_Cooler_5LLL.png |caption3=Have this back, it's come down with a terrible case... of explosions...<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* 6f jab.<br />
* Cooler's fastest normal, good for pressure and confirms.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Combo and blockstring filler.<br />
* 5L > 5LL is a true blockstring.<br />
* Like most characters, this is Cooler's best starter.<br />
* Connects after a vanish with microdash 5L whiff.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Switches sides on hit.<br />
* Cooler is in the air on hit and grounded on block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Cooler_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Like most of his mediums, 5M is really long range.<br />
* Moves Cooler forwards slightly, giving it even more range.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Cooler_5H.png |caption=Take a ride on the pain train<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Carries the opponent to the current wall on Smash hit, making it a powerful corner carry tool.<br />
* Usable after a low j.2H in the corner for optimal combo setups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Cooler_5S.png |caption=Pressure right at your fingertips<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Single-hit projectile that travels about half-screen.<br />
* Slow and not very useful in neutral at all.<br />
* Can be used after 6H for a little extra damage and followed up with either a 2H or a 5H. <br />
Cooler's 5S seems like combo filler at first, but it's actually quite a good stagger tool. The opponent will be pushed decently back from Cooler, enabling several possible options to continue pressure and punish the opponent for getting impatient.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Cooler_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Exchanges the low property for huge range.<br />
* Good for staggers due to it's fast startup and large range.<br />
* Outranges 5L by a good margin.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Cooler_2M.png |caption= *whipcrack*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Cooler's most ignorant normal.<br />
* Can link into 5H or 6H at the start of the round for a decent corner carry setup.<br />
* Has a hefty hurtbox befitting of its range, so make sure it doesn't whiff.<br />
* Can connect 5S and 214S at max range after hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Cooler_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal anti-air.<br />
* Decent upwards range.<br />
* Cooler doesn't have any safe cancel options on block. They can either be disrespected or punished if blocked.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Cooler_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead.<br />
* Short range for a character with generally large range.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6H</font>======<br />
{{MoveData<br />
|name=6H<br />
|input=Crushing Stomp<br />
|image=DBFZ_Cooler_6H.png |caption=Call the Goon Squad cuz I'm stompin' this yard<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Scales like an 'L' normal (Thanks a lot, Cell).<br />
* You can perform 5H after 6H but not vice-versa, so be careful how you structure your pressure.<br />
* Confirms from 2M on hit but not 5M.<br />
* Ground bounces on air hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">3H</font>======<br />
{{MoveData<br />
|name=3H<br />
|input=Genocidal Uppercut<br />
|image=DBFZ_Cooler_3H.png |caption=Skidaddle Skadoodle I now control neutral<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|3H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks the opponent relative position, goes through non-Super projectiles. Projectile guard point starts at either 6f or 7f.<br />
* Also has Anti-Air properties.<br />
* Able to combo into Super Dash on hit. Can gatling into 5S on block to make it safe.<br />
This move goes through a lot of stuff. Abuse it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Cooler_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has a tendency to whiff in air combos if used more than once before a double jump.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Cooler_jM.png |caption=It keeps the skies clean<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, great air to air normal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Cooler_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Only really used as a jump-in, 214L is a much better combo ender.<br />
* Gives the most frame advantage out of all Cooler's air normals.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Cooler_jS.png |caption= "Yes officer, this man right here"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has more use than its grounded counterpart due to being the only way to confirm air strings into j.214X and j.236L/H.<br />
* Does not have enough hitstun on its own to combo into j.236M.<br />
* Can be linked after j.2H in the corner to squeeze a little extra damage out of combos.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Cooler_j2H.png |caption=This kick looks really uncomfortable...<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Launches the opponent sideways (even though he's clearly kicking upwards), much like Cell's j.2H.<br />
* Follow-up with a midair death flash, or death chaser if you're in the corner.<br />
* If used close to the ground in the corner, it also allows for grounded follow-ups (including Dragon Rush).<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Death Chaser</font>======<br />
{{MoveData<br />
|name=Death Chaser<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Cooler_DeathChaser.png |caption=footdive<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Damage: Raw / In a combo / Smash<br />
* L and M versions make Cooler bounces back on hit, while H versions keep him grounded.<br />
* During the bounce back, Cooler can perform actions before he hits the ground. If you've saved air actions during the combo, this allows for an easy airdash safejump in the corner, or tech chase, mixups, etc.<br />
* H versions' lack of bounce back has a slight advantage: Since his ground Lv1 does more damage than his aerial one, this is one of the few ways he can combo into this ground Super.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Causes soft knockdown that can still be extended with Supers.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit gives sliding knockdown, but its slow startup means it cannot easily be comboed into without the help of an assist or Smash j.2H.<br />
* Non Smash only hits twice, soft knockdown like L version.<br />
* Plus on block.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit gives even better sliding knockdown than the M version, combined with the L version's speed, making it an ideal combo ender for both pressure and damage.<br />
* Non Smash only hits twice, soft knockdown like L version.<br />
* Also plus on block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Death Breaker</font>======<br />
{{MoveData<br />
|name=Death Breaker<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Cooler_DeathBreaker.png |caption="When your planet is in ashes, then you have my permission to die."<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has Anti-Air property.<br />
* Scales less than the other versions.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Fully invincible from the 1st frame.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* 214M invul with 214L's speed.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Death Breaker Follow-up</font>======<br />
{{MoveData<br />
|name=Death Breaker Follow-up<br />
|input=Death Breaker > L/M/H on hit<br />
|image=DBFZ_Cooler_DeathBreakerFollow-up.png |caption="So how does it ''FEEL''?"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214X L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Switches sides.<br />
* Smash hit causes a short sliding knockdown.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214X M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ender of choice due to not switching sides.<br />
* Smash hit causes a short sliding knockdown.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214X H}}<br />
{{!}}-<br />
{{AttackVersion|name=214H > H}}<br />
{{#lst:{{PAGENAME}}/Data|214H H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* If used after H Death Breaker, gains an extra hit.<br />
* Switches sides.<br />
* Smash hit causes a sliding knockdown.<br />
* Leaves Cooler next to the opponent like H Death Chaser. However unlike that move, non Smash hit cannot be extended with Supers.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Death Flash</font>======<br />
{{MoveData<br />
|name=Death Flash<br />
|input=236S (Air OK)<br />
|image=DBFZ_Cooler_DeathFlash.png |caption='yyYYYEAAAAHHHH!!!'<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Multi-hitting beam with very slow startup, don't use this in blockstrings unless you wanna get stuffed.<br />
* Confirms into Death Crasher from full screen.<br />
* Second best voice line in the game, only beaten by Nappa.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Death Shaker</font>======<br />
{{MoveData<br />
|name=Death Shaker<br />
|input=214S<br />
|image=DBFZ_Cooler_DeathShaker.png |caption=Fullscreen low considered ''ground breaking'' discovery<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fullscreen low, can confirm into his level 1 or a vanish.<br />
* Jails into vanish on block.<br />
* Use with a good assist for some mixup potential.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Death Breaker<br />
|input=Assist A<br />
|image=DBFZ_Cooler_DeathBreaker.png |caption=Faux Psyblade<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Larger hitbox than the other DP assists, which can make it a slightly more useful tool for getting out of pressure.<br />
* Invincible from frame 10 onwards.<br />
* Takes up a huge portion of the screen and is confirmable on hit with superdash.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Genocidal Uppercut<br />
|input=Assist B<br />
|image=DBFZ_Cooler_3H.png |caption=No projectiles allowed<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* His 3H<br />
* Goes through beams and Ki blasts BUT is vulnerable at the very start of the assist. Really good assist for dealing with very campy-zoning heavy teams.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Death Crasher<br />
|input=Assist C<br />
|image=DBFZ_Cooler_DeathFlash.png |caption=YYYEAAAAHHHHs your neutral<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* yyyyyYYYEEEEEAaaAAAH<br />
Cooler performs his 236S, and on hit he appears behind the opponent and follows up with a dunk. Easily the best of this kind of assist because of the beam voiceline.<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Death Crasher</font>======<br />
{{MoveData<br />
|name=Death Crasher<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_Cooler_DeathCrasher1.png |caption='''''"RRRRAAAAAAAAAHHH!"'''''<br />
|image2=DBFZ_Cooler_DeathCrasher2.png |caption2=''"Imma plant me a dumbass tree!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Switches sides, you'll lose corner pressure if used in the corner.<br />
* Not invincible until after startup.<br />
* Cinematic super, so other projectiles will whiff when Cooler's is used.<br />
* DHC-ing immediately won't trigger the side switch while not sacrificing too much damage.<br />
* Minimum Damage: 908 (360 + 150*2 + 248)<br />
Not a bad level 1, as it can easily connect from most of Cooler's tools, most notably from a full screen 214S. The side switch is a bit of a hindrance. However, with the right team compositions, you can use this to get right back into the corner (most notably, Super Saiyan Goku's level 3 will give Goku hard knockdown in the corner, due to how his level 3 works).<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Death Drop</font>======<br />
{{MoveData<br />
|name=Death Drop<br />
|input=j.236L+M or j.236H+S<br />
|image=DBFZ_Cooler_DeathDrop.png |caption=THIS ISN'T FRIEZA'S LEVEL 3 I SWEAR<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Easily confirms off of the M and H versions of Death Chaser and any version of Death Breaker.<br />
* The only one of Cooler's supers that doesn't switch sides, making it the best option for keeping the opponent cornered after a combo.<br />
* Input 2369L+M/H+S to use this super after a grounded combo if you want to avoid Death Crasher's side switch.<br />
* Vulnerable to Anti-Airs similar to Vegito's Omega Finishing Blow.<br />
* Minimum Damage: 800 (320 + 480)<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Atomic Supernova</font>======<br />
{{MoveData<br />
|name=Atomic Supernova<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Cooler_AtomicSupernova1.png |caption=Thought you could just press buttons, did you?<br />
|image2=DBFZ_Cooler_AtomicSupernova2.png |caption2=Of course mine is bigger than my brothers<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Counter}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214LM Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the ground, Cooler uses up 3 Ki gauges and enters a stance. He will only attack if he is hit during this stance.<br />
* Has guard point against everything but grabs. However its downfall comes from the fact that:<br />
:*It will only stun the opponent on guarding physical attacks.<br />
:*The actual attack is a throw that will whiff on crouching, low profile attacks, or even characters ''falling down''.<br />
* All of these combined means a lot of projectile attacks will get away scot-free, e.g. shooting Ki blasts and spamming 2H, Vanish on reaction to the grab.<br />
* However, it can do a few things other Level 3s cannot, notably countering safejumps.<br />
}}<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has frame 1 invulnerability like typical Level 3 but is vulnerable to Anti-Airs.<br />
* 1779 minimum damage.<br />
* Whiff on crouching, etc.<br />
* This is also Cooler's DHC.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Cooler]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=151520DBFZ/Fused Zamasu2020-04-21T17:38:21Z<p>24.46.145.190: /* j.H */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!"''<br />
<br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, they would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
The Fused Zamasu graces ''Dragon Ball FighterZ'' with his presence, manifesting as a DLC character. Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Flight grants both unique mobility and ungodly pressure thanks to fly/unfly mix-ups.<br />
* Access to orbs allows for prolonged pressure.<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter.<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setplay with orbs, Blades of Judgment, and assists.<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* Cataclysmic damage potential, capable with most assists.<br />
| style="width: 50%;"|<br />
* Loses his Orbs whenever he's forced to block.<br />
* Struggles against beams as his only beam-esque projectile is very slow.<br />
* Has to manage his Smash very carefully to ensure good knockdown.<br />
* Relies on assists to back him up as most of his specials are unsafe or slow.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
* Is a command grab as of the last patch.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=football kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption=Heel of Shame to counter Vegito's Knee of Justice<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the lightning will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Worm holes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=151519DBFZ/Fused Zamasu2020-04-21T17:37:56Z<p>24.46.145.190: /* 6M */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!"''<br />
<br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, they would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
The Fused Zamasu graces ''Dragon Ball FighterZ'' with his presence, manifesting as a DLC character. Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Flight grants both unique mobility and ungodly pressure thanks to fly/unfly mix-ups.<br />
* Access to orbs allows for prolonged pressure.<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter.<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setplay with orbs, Blades of Judgment, and assists.<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* Cataclysmic damage potential, capable with most assists.<br />
| style="width: 50%;"|<br />
* Loses his Orbs whenever he's forced to block.<br />
* Struggles against beams as his only beam-esque projectile is very slow.<br />
* Has to manage his Smash very carefully to ensure good knockdown.<br />
* Relies on assists to back him up as most of his specials are unsafe or slow.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
* Is a command grab as of the last patch.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=football kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the lightning will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Worm holes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=151518DBFZ/Fused Zamasu2020-04-21T17:37:36Z<p>24.46.145.190: /* 6M */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!"''<br />
<br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, they would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
The Fused Zamasu graces ''Dragon Ball FighterZ'' with his presence, manifesting as a DLC character. Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Flight grants both unique mobility and ungodly pressure thanks to fly/unfly mix-ups.<br />
* Access to orbs allows for prolonged pressure.<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter.<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setplay with orbs, Blades of Judgment, and assists.<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* Cataclysmic damage potential, capable with most assists.<br />
| style="width: 50%;"|<br />
* Loses his Orbs whenever he's forced to block.<br />
* Struggles against beams as his only beam-esque projectile is very slow.<br />
* Has to manage his Smash very carefully to ensure good knockdown.<br />
* Relies on assists to back him up as most of his specials are unsafe or slow.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
* Is a command grab as of the last patch.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption="TASTE MY DIVINE HEEL"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=football kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the lightning will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Worm holes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Adult_Gohan&diff=150988DBFZ/Adult Gohan2020-04-16T17:02:18Z<p>24.46.145.190: /* 3L */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Gohan (Adult)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Adult_Gohan_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Pressure, Mix-up<br />
|-<br />
| '''Team Role''' || Middle, Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"I have to get stronger if I want to protect what's truly important to me."''<br />
<br />
<br />
After the battle with Cell, Son Gohan/Sun Wufan grew into a kind young man and a brilliant scholar, happily married to his high school sweetheart Videl Satan (the daughter of Mr. Satan), with a young daughter named Pan. Even though he does not train with the same fervor and passion as Goku and Vegeta, his hidden potential (after being released by the Elder Supreme Kai) still remains; when it comes to blows, Gohan can still fight with the best of them.<br />
<br />
In ''Dragon Ball FighterZ'', the adult version of Gohan plays similarly to his younger counterpart, but with one unique distinction: Gohan's Potential Unleashed increases his power up to seven levels. With each level of his potential unlocked, Gohan's blockstrings and special moves become more powerful, allowing him to execute even more damaging combos.<br />
<br />
===Potential Unleashed===<br />
Every time Potential Unleashed is used, Gohan levels up, giving him improved abilities and damage. Gohan always begins every match at Level 0, and can gain up to 7 levels. Potential Unleashed bonuses will remain for the rest of the match.<br />
<br />
'''Level 1 Moveset Changes'''<br />
* Ground L autocombo is modified.<br />
* New move: Machine Gun Punch (3L).<br />
* Jet Uppercut: M and H versions travel further horizontally for the first hit.<br />
* Machine Gun Kick:<br />
** Attacks more rapidly.<br />
** M and H versions travel further when forward input is held.<br />
** H version is active for twice as long and deals twice as many hits after locking to the opponent.<br />
* Ultimate Back Attack: Teleports on startup, tracks opponent everywhere on screen.<br />
* Masenko: Gains 2 additional hits.<br />
<br />
'''Additional Changes'''<br />
* M Jet Uppercut gains 1 additional hit per level from Level 1 to 3.<br />
* H Jet Uppercut gains 1 additional hit per level from Level 1 to 7.<br />
* All attack's damage is increased by 2% per level from Level 2 to 6. Total damage increased is 10% at level 6.<br />
* At Level 7, Gohan can chain any normals into any other normals ("Reverse Beat").<br />
<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|Adult Gohan}} is a crafty, pressure-style character who powers-up to create an overwhelming presence that smothers his opponents.<br />
| pros =<br />
* Fast and great-ranged normals gives him solid neutral.<br />
* While leveling up isn't "optional" by any means, Level 0 Adult Gohan is still pretty competent.<br />
* Notoriously long blockstrings, with leveled-up Autocombo being notably long, especially if extended with Machine Gun Punch and Machine Gun Kick.<br />
* Extremely solid pressure, his high/low mix-up is among the best in the game. 5L is a deceptively quick low and Ultimate Back Attack is an instant overhead that teleports when leveled-up. Also has j.2S which is an intimidating Fast-Fall.<br />
* The few characters to have a meterless reversal in Jet Uppercut, or also known as a DP.<br />
* Assist A while being only Head invulnerable, is ''the'' fastest hitting assist in the game.<br />
* Assist B has a high amount of blockstun, and gives ample time to hit confirm due to its multiple hits.<br />
* Among the highest solo damage meterless after leveling up, especially at the corner by utilizing Leg Loops.<br />
| cons =<br />
* Potential Unleashed has lackluster damage, to compensate for benefits the character gets from it. It also has short range, making some combos unable to convert off of it depending where Adult Gohan is on the screen.<br />
* Requires some knowledge of the character, as well as proper execution in order to maximize his strengths.<br />
* 5S is not a traditional ki blast and therefore cannot be used in neutral often unlike other characters' ki blasts.<br />
* Despite having a plethora of neutral options, a lot are committal.<br />
* Although unlikely, if Adult Gohan somehow cannot break into Level 1, he misses out on some pressure, combo, and neutral tools.<br />
<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L (Level 0)</font>======<br />
{{MoveData<br />
|name=5L<br />
|input=Level 0<br />
|image=DBFZ_AdultGohan_5L.png |caption=Mix-up City<br />
|image2=DBFZ_AdultGohan_5LL.png |caption2=<br />
|image3=DBFZ_AdultGohan_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Really short range.<br />
* First hit has small hitbox.<br />
One of the best 5Ls in the game due to it's fast startup and non-suspecting low-hit property. <br />
<br />
Everyone has gotten hit with this move.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL Level 0}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Mostly combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL Level 0}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Counts as grounded.<br />
* Smash hit can link to j.L.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5L (Level 1+)</font>======<br />
{{MoveData<br />
|name=5L<br />
|input=Level 1+<br />
|image=DBFZ_AdultGohan_Potential5L.png |caption=<br />
|image2=DBFZ_AdultGohan_Potential5LL.png |caption2=<br />
|image3=DBFZ_AdultGohan_Potential5LLL.png |caption3=<br />
|image4=DBFZ_AdultGohan_Potential5LLLL.png |caption4=<br />
|image5=DBFZ_AdultGohan_Potential5LLLLL.png |caption5=Your entire blockstring<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Equivalent to 5M.<br />
* Level 7: If 5M has already been used in a string, autocombo reverts back to level 0 version.<br />
Does less damage and has worse scaling than the move it copies.<br />
<br />
Unlike the rest of Gohan's auto combo variants, this version of 5M doesn't do anything that the original version couldn't do, so this move should only be used as a stepping stone for 5LLL and 5LLLL.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Equivalent to 3H, though doesn't have Head invul.<br />
* Lauches on hit.<br />
* Level 7: If 3H has already been used in a string, this attack will not come out and the autocombo ends at 5LL. If 5LLL has been used, 3H cannot be used in the same string.<br />
}}<br />
{{AttackVersion|name=5LLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLL Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can be used to reset pressure due to it having the same frame advantage as 2L.<br />
Unlike Gohan's other autocombo normals, 5LLLL and 2L can be used in the same string, giving him fantastic pressure capabilities.<br />
}}<br />
{{AttackVersion|name=5LLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLL Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Launches higher than Level 0 5LLL.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_AdultGohan_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fantastic range.<br />
Large normal that covers an extraordinary amount of space relative to how fast the startup is. The range can also be a downside as it's pretty punishable if whiffed.<br />
<br />
Unlike most of the cast who preserve their 5M to allow jump cancels from 2M, Gohan can use this move much more liberally as 3H is also jump cancelable.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_AdultGohan_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounces on Smash hit <br />
On block, 5H > 2H doesn't connect. Due to this, his blockstring is slightly different than other Saiyans as it skips 5H and goes straight to 2H > Machine Gun Kick.<br />
<br />
Can be used for Level 1 leg loops in the corner.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_AdultGohan_5S.png |caption=Aang 2.0<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Covers about 90% of the screen. Launches on hit.<br />
* Whiffs against crouching opponents.<br />
* Doesn't have Ki Blast property.<br />
Hits a lot higher than you'd expect. Used in corner combos and to start Leg Loops.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_AdultGohan_2L.png |caption=#saiyanprivilege<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Disjointed hitbox.<br />
Far reaching and good frame advantage encourages strong stagger pressure with 5L.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_AdultGohan_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slides forward about half-screen.<br />
* Launches on hit.<br />
Can punish backdash and link into 5M or 3H. Will often put you right back on the opponent on reflect.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_AdultGohan_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Head invul from frame 4.<br />
* Smash hit launches higher with more hitstun.<br />
* Puts Gohan in the air, true blockstring into j.236X.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_AdultGohan_2S.png |caption=Jump back air fireball, pseudo-Akuma/Gouki style.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pulls back and fires a Ki blast.<br />
Useful to disengage and return to neutral, although locks Adult Gohan in place for a while and can lose bad to an instant superdash. Use it only when your opponent won't anticipate it. <br />
<br />
Has enough hitstun to combo into SD in the corner for the Leg Loops version that saves the smash property and results into a Sliding Knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_AdultGohan_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead.<br />
* Uses the same animation and hitbox/hurtbox as j.H.<br />
Can be made plus by delaying Level 1 autocombo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">3L</font>======<br />
{{MoveData<br />
|name=3L<br />
|input=Machine Gun Punch<br />
|image=DBFZ_AdultGohan_3L.png |caption=欧拉欧拉欧拉欧拉<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=3L}}<br />
{{#lst:{{PAGENAME}}/Data|3L}}<br />
{{!}}-<br />
{{AttackVersion|name=3[L]}}<br />
{{#lst:{{PAGENAME}}/Data|3[L]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Available at Level 1 Potential Unleashed.<br />
* Holding L adds extra hits.<br />
Good blockstring filler, but scales subsequent damage pretty bad after a light starter in an actual combo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">3H</font>======<br />
{{MoveData<br />
|name=3H<br />
|input=Ultimate High Kick<br />
|image=DBFZ_AdultGohan_3H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|3H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Head attribute invul from frame 6.<br />
* Launches on hit.<br />
* Jump cancellable on hit.<br />
You won't be using it for anti-air, but it's an extremely versitile combo filler. Hits very high, good hitstun, and jump cancellable means his is basically a second, better 5M for combo purposes.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_AdultGohan_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Bad horizontal range but great vertical range.<br />
Go-to overhead normal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_AdultGohan_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great air-to-air normal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_AdultGohan_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Causes a wall bounce on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Causes a sliding knockdown on Smash hit.<br />
* Can be cancelled into j.2S fastfall on hit, giving Gohan extra time to set-up.<br />
While sending the enemy down, it can combo into j.236L with the right positioning. This is the core idea of his leg loops.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_AdultGohan_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Air 2S.<br />
Similar to the ground version, it can also combo into SD and Ultimate Back Attack.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_AdultGohan_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit launches higher with more hitstun.<br />
* One of the fastest j.2H's in the game, allowing your combos to be just a hair longer due to less Hitstun Decay.<br />
* Can be linked into off of Potential Unleashed Level 1 Medium Machine Gun Kick in some combos, allowing for a slide knockdown with Ultimate Back Attack.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2S</font>======<br />
{{MoveData<br />
|name=j.2S<br />
|image=DBFZ_AdultGohan_j2S.png |caption= Deadly knee drop but worse<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fall straight to the ground.<br />
* Cancellable to 2S.<br />
Can be used after j.H in the corner for a tiny bit more oki time. Has some situational uses in neutral and combos. Not too strong as a standalone mixup tool since it's reactable, but it gives an extra layer to Gohan's already strong pressure.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Jet Uppercut</font>======<br />
{{MoveData<br />
|name=Jet Uppercut<br />
|input=236L/M/H<br />
|image=DBFZ_AdultGohan_JetUppercut.png |caption=Half screen DP<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Head attribute invul from frame 1.<br />
Unscaled starter.<br />
}}<br />
{{AttackVersion|name=M (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|236M Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=M (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|236M Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash on first hit. Potential Unleashed extra hits only apply on Smash hit.<br />
* Fully invulnerable until the end of the first hit.<br />
* Level 0 takes a tiny step forward.<br />
* Level 1+ slides half screen forward.<br />
On block, the safest options are cancelling into Lv1 > DHC, or Spark. Panic Vanishing can be 2H'd easily.<br />
}}<br />
{{AttackVersion|name=H (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|236H Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=H (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|236H Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Almost identical to M version with slightly faster startup and further range.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Machine Gun Kick</font>======<br />
{{MoveData<br />
|name=Machine Gun Kick<br />
|input=j.236L/M/H<br />
|image=DBFZ_AdultGohan_MachinegunKick.png |caption=lööps<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=L (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Upon using, Gohan immediately starts falling down.<br />
* Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.<br />
* Carries all and any momentum.<br />
* Keeps grounded opponent standing.<br />
Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.<br />
}}<br />
{{AttackVersion|name=M (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=M (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Upon using, Gohan stalls a bit before falling down.<br />
* Hold L/M/H to kick indefinitely until landing. Minimum 3 kicks.<br />
* Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.<br />
* Launches on hit.<br />
Depending on the height, Gohan will do an extra kick before landing even if no buttons are held to make it easier to combo afterward.<br />
}}<br />
{{AttackVersion|name=H (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=H (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Upon using, Gohan jumps up a bit before falling down.<br />
* Always moves Gohan forward, holding 4 and 6 can shorten or lengthen the distance respectively.<br />
* Performs 10 (19) kicks until he touches the opponent, at which point he will do it again, ensuring that the damage is always the same.<br />
* Smash on the last hit. Smash hit causes a wall bounce. Can link into SD or even Level 0 j.214M from midscreen.<br />
* On block, Gohan won't fall to the ground. Afterward he has enough time to sneak in a j.L.<br />
Extremely active, very good against Super Dash and raw tag, and since Gohan can control his momentum, he can also baits anti-air attempts out and gets a punish. Eating a raw j.236H equals to losing 40% of your HP at minimum.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Ultimate Back Attack</font>======<br />
{{MoveData<br />
|name=Ultimate Back Attack<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_AdultGohan_UltimateBackAttack.png |caption=Back to the ground son!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|214L Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|214L Level 1}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
* Level 0: Hops almost half screen. Ground version never crosses-up, air version cross up if Gohan leaps over the opponent.<br />
* Level 1: Teleports to opponent and always hits in front of them.<br />
j.2H > j.214L is Level 1 Gohan's anywhere SKD. At Level 0, he can do j.S > j.214L in the corner.<br />
}}<br />
{{AttackVersion|name=Ground M (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|214M Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground M (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|214M Level 1}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a sliding knockdown.<br />
* Level 0: Hops over half screen. Can cross up if Gohan leaps over the opponent.<br />
* Level 1: Teleports to opponent and always hits behind them.<br />
* Can't steal the corner.<br />
Strong overhead at Level 1, and switches sides anywhere outside of the corner.<br />
}}<br />
{{AttackVersion|name=Ground H (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|214H Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground H (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|214H Level 1}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H (Level 0)}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H (Level 1+)}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes a ground bounce sliding knockdown.<br />
* Level 0: Hops almost full screen. Can cross up if Gohan leaps over the opponent.<br />
* Level 1: Teleports to opponent and always hits behind them.<br />
* Can't steal the corner.<br />
The ground bounce can be extended with the right combo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Masenko</font>======<br />
{{MoveData<br />
|name=Masenko<br />
|input=236S<br />
|image=DBFZ_AdultGohan_Masenko.png |caption=Why doesn't Piccolo have this beam again?<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 0}}<br />
{{#lst:{{PAGENAME}}/Data|236S Level 0}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 1+}}<br />
{{#lst:{{PAGENAME}}/Data|236S Level 1}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Even at Level 1+, it will still cancel out with typical 5-hit beams.<br />
Used for corner combo with Assists.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Jet Uppercut<br />
|input=Assist A<br />
|image=DBFZ_AdultGohan_AssistJetUpper.png |caption=So good that it got nerfed<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Receives the damage buff from Potential Unleashed.<br />
* Head invul.<br />
It's the fastest assist in the game.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Machine Gun Punch<br />
|input=Assist B<br />
|image=DBFZ_AdultGohan_3L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*Decent startup.<br />
*High blockstun.<br />
Good blockstring assist and easy to hit confirm.<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Masenko<br />
|input=Assist C<br />
|image=DBFZ_AdultGohan_Masenko.png |caption=They really did it.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
It's a beam assist. Go wild.<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Potential Unleashed</font>======<br />
{{MoveData<br />
|name=Potential Unleashed<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_AdultGohan_PotentialUnleashed.png |caption=ESSENCE OF A SUPER SAIYAN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 1}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 2}}<br />
{{#lst:{{PAGENAME}}/Data|236HS Level 2}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 3}}<br />
{{#lst:{{PAGENAME}}/Data|236HS Level 3}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 4}}<br />
{{#lst:{{PAGENAME}}/Data|236HS Level 4}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 5}}<br />
{{#lst:{{PAGENAME}}/Data|236HS Level 5}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 6}}<br />
{{#lst:{{PAGENAME}}/Data|236HS Level 6}}<br />
{{!}}-<br />
{{AttackVersion|name=Level 7}}<br />
{{#lst:{{PAGENAME}}/Data|236HS Level 7}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* H+S version can be held to stack up to 7 Ki Gauges, but L+M version only ever consumes 1 Ki Gauge. Meaning you can't DHC into Gohan and dump bars.<br />
* Damage bonus from Potential Unleashed is applied to this super during the freeze as Gohan reaches the next level(s).<br />
* Each bar adds 250 more to the base damage.<br />
* Minimum damage: 20%. Is not affected by the damage buff per level.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Bros. Kamehameha</font>======<br />
{{MoveData<br />
|name=Bros. Kamehameha<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_AdultGohan_UltimateKamehameha.png |caption=<br />
|image2=DBFZ_AdultGohan_UltimateKamehameha-2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes a hard knockdown on hit.<br />
* Minimum damage: 70*24 (1680).<br />
* Hitbox can increase/decrease depending on who is on the team, but damage stays the same.<br />
If Gotenks is on his team, Gohan will perform it solo. If Gotenks is not on his team, Goten will come out to help. If Gotenks is not on his team, and SS Goku is on his team and is not on screen from an assist or Ultimate Z Change, Goku will come out to help. If Gohan swaps bodies with Ginyu, he will only ever do the solo version.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Gohan]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Gogeta&diff=150987DBFZ/SSB Gogeta2020-04-16T16:58:39Z<p>24.46.145.190: /* God Punisher */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Gogeta (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Gogeta_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Balanced, Toolbox, Mixup<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
{{Bio<br />
| name = SSB Gogeta<br />
| game = DBFZ<br />
| quote = I don't need thirty minutes...I only need one finger to beat you!<br />
| voice = Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat <br />
| lore = The product of the Metamoran fusion technique from Goku and Vegeta, Gogeta ("Go" from Goku, and "geta" from Vegeta) is a powerful warrior and was seen as a necessity to deal with Broly. Showing incredible power, he was able to weaken Broly before he was teleported away back to Vampa, almost destroying him in the process. In this game, he is depicted in the Super Saiyan God Super Saiyan form, however likewise takes aspects from his appearances in ''Dragon Ball Z: Fusion Reborn'' (such as transforming into a Super Saiyan during his Dramatic Finish) and ''Dragon Ball GT''.<br />
}}<br />
<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|SSB Gogeta}} is a neutral-dominant character who can use his oppressive and massive toolkit to quickly chase the opponent into the corner.<br />
| pros =<br />
* Bypasses neutral with tools like beam normals, j.M, [[DBFZ/SSB_Gogeta#Multiplex Afterimage|Multiplex Afterimage]], and 5H.<br />
* High corner damage.<br />
* Extremely annoying pressure with several options that automatically beat Reflect and Backdash, as well as j.M being a triple overhead.<br />
* [[DBFZ/SSB_Gogeta#Rising Vortex|Rising Vortex]] is an amazing reversal that hits both sides and locks the opponent to ensure they get hit.<br />
* Can use meter very effectively with his supers that enable enormous damage and DHC potential.<br />
* [[DBFZ/SSB_Gogeta#Punisher Drive|Punisher Drive]] is a fullscreen command grab that starts up in 24 frames and puts Gogeta behind the opponent, either letting him go for a mixup or vanish for a combo.<br />
| cons =<br />
* Very high startup and recovery on normals and specials result in Gogeta having absolutely terrible frame-data, almost every move is a commitment and a risk.<br />
* Weak low mixup; although he has a low 2L, it's as slow as a 2M with the scaling of an L.<br />
* Very poor okizeme options midscreen that won't let him use most of his supers, or force him to sacrifice his corner carry.<br />
* Few true blockstring options; needs assists to make his pressure meaningful and enable better mixups.<br />
* No meaningful oki on most of his supers.<br />
* The loss of Snap Pressure and Fuzzy Overheads significantly hurts Gogeta's ability to open up the opponent and keep his pressure going, coupled with assists now taking longer to recharge in blockstrings.<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Gogeta_5L.png |caption=<br />
|image2=DBFZ_Gogeta_5LL.png |caption2=<br />
|image3=DBFZ_Gogeta_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Fastest and safest normal.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Launches on ground hit.<br />
* Has enough hitstun to combo into j.DR or 6M.<br />
}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Sides switches on hit or block, pulls the opponent out of corner.<br />
* Stays airborne afterward, recovers midway through.<br />
* Huge gap between 5LL and 5LLL, enough to be jabbed out or 2H'd.<br />
* On block, can cancel into SD early to stay same side.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Gogeta_5M.png |caption=I kicked me height<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* High reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Gogeta_5H.png |caption=nudge nudge<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* At long range, Gogeta will teleport closer.<br />
* Doesn't have invulnerability, but it can sometimes go through things.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Gogeta_5S.png |caption=ORIGINAL MOVE ATTACK<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam property.<br />
* Small wall bounce.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Gogeta_2L.png |caption=The inferior Gordeau Slide.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slides forward.<br />
* Launches on hit like a 2M.<br />
Catches backdash after a blocked Vanish, while 2M doesn't.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Gogeta_2M.png |caption=Goin' down the water slide!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range for a 2M.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Gogeta_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Recovers on his way down.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Gogeta_2S.png |caption=First time in this game galick gun is not a super<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam property.<br />
* Causes a big ground bounce.<br />
2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Gogeta_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead.<br />
5LL > 6M can link into another 5L in the corner. Making this one of the few 6Ms that are solo comboable.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Gogeta_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Both j.L and j.M are good for fuzzy thanks to their low angles.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Gogeta_jM.png |caption=Thanks for the move, Piccolo.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Triple overheads.<br />
j.LLL won't come out until j.LL lands all 3 hits.<br />
<br />
IAD j.M does enough blockstun to true string into rising j.L on big characters.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Gogeta_jH.png |caption=Thanks for the move, Vegeta.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Kicks half screen forward.<br />
* Big wall bounce on Smash hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Gogeta_jS.png |caption=Thanks for the move, Goku.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam property.<br />
* Small wall bounce.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Gogeta_j2H.png |caption=f o o t d i v e<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash on air-to-air.<br />
* Causes a sliding knockdown on Smash hit.<br />
* Ground hit, the opponent can tech immediately.<br />
Pretty solid finisher for a combo anywhere if you're not totally sure how to end it, since it combos from j.M very easily midscreen, and j.H in the corner. It also leaves Gogeta very close to the opponent for some oki if you want it. He's got better sliding knockdown enders, but this isn't a bad one to fall back on should you need it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2S</font>======<br />
{{MoveData<br />
|name=j.2S<br />
|image=DBFZ_Gogeta_j2S.png |caption=Also it's blue for some reason<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Beam property.<br />
* Causes a big ground bounce.<br />
* Adds 10f landing recovery.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Soul Strike</font>======<br />
{{MoveData<br />
|name=Soul Strike<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Gogeta_SoulStrike.png |caption= <br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Followups come out even on whiff.<br />
* Only ground L rekka on hit keeps grounded opponents standing. The others launch on hit.<br />
* Ground rekka doesn't have head property, air rekka does.<br />
* Midscreen range: Air H > Ground H > Ground M > Ground L = Air L > Air M<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Strikes half screen forward.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reels back before the attack. Performing this with his back against the wall gives significantly better range than midscreen.<br />
* Can cancel into H followup during startup.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Each hit automatically does its next followup on hit, block, or reflect.<br />
* Last hit causes a ground bounce, Smash hit adds sliding knockdown. After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit for conversion.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Soul Strike Follow-up 1</font>======<br />
{{MoveData<br />
|name=Soul Strike Follow-up 1<br />
|input=Soul Strike L/M > L/M<br />
|image=DBFZ_Gogeta_SoulStrikeFollowup1.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236X L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground version recovers on the ground.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236X M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Recovers in the air.<br />
* Leaves a gap from any 236X or j.236X.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Soul Strike Follow-up 2</font>======<br />
{{MoveData<br />
|name=Soul Strike Follow-up 2<br />
|input=Soul Strike Follow-up 1 > L/M/H or Soul Strike L/M > H<br />
|image=DBFZ_Gogeta_SoulStrikeFollowup2.png |caption=DUNK 'EM<br />
|image2=DBFZ_Gogeta_RisingVortex3.png |caption2=H Automatic Follow Up<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Auto-corrects.<br />
* Range: L > M > H<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236X X L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Causes a short sliding knockdown on Smash hit.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236X X M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Causes a ground bounce, Smash hit adds sliding knockdown.<br />
* Hits below Gogeta.<br />
* Leaves a gap from any 236X~X or j.236X~X<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236X X H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Causes a ground bounce, Smash hit adds sliding knockdown.<br />
* After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit for conversion.<br />
236L~H and 236M~H are both fast overheads that cannot be anti-air'd. 236L~H is 25f, 236M~H is 26f, but at close range the opponent can block 236L before the H comes out, which doesn't happen to 236M.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Rising Vortex</font>======<br />
{{MoveData<br />
|name=Rising Vortex<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Gogeta_RisingVortex.png |caption=L/M/Air H<br />
|image2=DBFZ_Gogeta_RisingVortex2.png |caption2=Ground H<br />
|image3=DBFZ_Gogeta_RisingVortex3.png |caption3=spin2win<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On hit, 236M/H and j.236M/H do an extra kick at the end.<br />
* Smash on that last hit.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Frame 1 Anti-Air.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Frame 1 full invul.<br />
* Goes slightly further than L versions.<br />
* Smash hit wall bounces, can link into j.H even midscreen.<br />
Midscreen can also link into airdash j.236L.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Frame 1 full invul.<br />
* Ground version does a gut punch, air version is a faster j.214M<br />
* Both versions switch sides, causes a big wall bounce on Smash hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Multiplex Afterimage</font>======<br />
{{MoveData<br />
|name=Multiplex Afterimage<br />
|input=236S (Air OK)<br />
|image=DBFZ_Gogeta_MultiplexAfterimage.png |caption=we Naruto now<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Feint}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Can only be done once in the air.<br />
* Fully invulnerable from frame 6-10 while Gogeta is invisible.<br />
* Does a tracking j.2H on block or hit, causes a ground bounce. Smash even on grounded hit and adds sliding knockdown.<br />
* Hold {{4}} to use j.S clone, {{6}} to use j.2S clone. Hold S to feint, can also choose which clone to warp to.<br />
* During startup, the bottom clone is always the real one. Hitting fake ones will cause them to disappear.<br />
* 5S clone true string into the dive kick, making it safe even at point blank.<br />
* j.2S clone's beam pops the opponent up like a typical beam instead of ground bounces.<br />
* Performing this at jump height will still give the ground version, so j.236S4 never hits grounded opponent. Near ground j.236S into 5S clone counts as landing, regaining your air options.<br />
Can super jump install into an airborne clone, retains super jump's momentum control.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Punisher Drive</font>======<br />
{{MoveData<br />
|name=Punisher Drive<br />
|input=214S<br />
|image=DBFZ_Gogeta_PunisherDrive.png |caption=psh....nothin personnel kid....<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Full screen command grab, max range startup is 32.<br />
* All assists immediately leave the screen on hit, also can't call any assist until after recovery.<br />
* On hit, leaves Gogeta point blank behind the opponent, keeps grounded opponent standing.<br />
* Whiffs on airborne. Can still hit airborne opponent mid-combo, causes sliding knockdown.<br />
* Only hits once per combo, like most command grab.<br />
What seems like it would be an incredibly strong move is only just okay for Gogeta. A full screen command grab is good, and it can easily catch people off guard or be setup into easily. However, Gogeta can't combo off of this command grab without spending resources (he can pop Spark to get big damage and even ToD, vanish for a good but scaled followup, or just cancel into super) as he recovers too slowly to really do anything. He can maybe go for some mixups by faking out with a 2L/2M or something similar, but the reward off this isn't as huge as one would think if you do not have the resources available, or do not want to burn them. With these things available it is incredibly strong, but your opponent may realize what you are doing and this will become hard to land. Still a strong move, but not as good as it would seem initially. <br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Super Dash Kick<br />
|input=Assist A<br />
|image=DBFZ_Gogeta_AssistjH.png |caption=Base Goku assist on wheels<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Big wall bounce. Enough for GT Goku to combo into Spirit Bomb from midscreen.<br />
* Has head property.<br />
Really good. Has a good amount of blockstun and sets up a ton of utility for many characters, such as midscreen snap setups. It's got pretty good range too, the only downside to it being it's rather slow, so you can't just throw it out whenever you please - and using it in combos can be tricky if you don't have the timing down completely. Regardless, Gogeta's assist is very good for what it can do for a majority of the cast, and is one to be feared.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Rising Vortex<br />
|input=Assist B<br />
|image=DBFZ_Gogeta_RisingVortex.png |caption= Reverse Rolling Crush<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
*19-26 frames of blockstun, depending on how far you are to the opponent when the assist is called/how close the assist is to the opponent. (pls change to 26, mods)?<br />
*Big, lenient, and omnidirectional pinwheel allows versatility for combos.<br />
*Low blockstun, which comes with the benefits and drawbacks of having it.<br />
Really handy for covering tech options after a sliding knockdown with its ascending hitbox, allowing pressure to continue.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Galick Gun<br />
|input=Assist C<br />
|image=DBFZ_Gogeta_2S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Gogeta teleports to the opponent and 2S's them in the face.<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">God Punisher</font>======<br />
{{MoveData<br />
|name=God Punisher<br />
|input=236L+M<br />
|image=DBFZ_Gogeta_GodPunisher.png |caption= A W K W A R D S T A N C E<br />
|image2=DBFZ_Gogeta_GodPunisher2.png |caption2=<br />
|image3=DBFZ_Gogeta_StardustBreaker.png |caption3=Check out this cool orb i can make<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=God Punisher}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Stardust Breaker|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 821 (425 additional damage for the 1 bar follow up)<br />
* Leaves Gogeta almost full screen away from the opponent after it connects, giving him no oki.<br />
* Unscaled God Punisher damage is the year his movie came out.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Stardust Fall</font>======<br />
{{MoveData<br />
|name=Stardust Fall<br />
|input=j.236L+M<br />
|image=DBFZ_Gogeta_StardustFall.png |caption=<br />
|image2=DBFZ_Gogeta_StardustFall2.png |caption2=Makin' it rain<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Causes sliding knockdown, though he doesn't get any oki from it.<br />
* Good for DHCs as it puts the opponent from the air to the ground.<br />
* Minimum Damage: 750<br />
Decent air ender for when you don't have SKD available.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Big Bang Kamehameha</font>======<br />
{{MoveData<br />
|name=Big Bang Kamehameha<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Gogeta_BigBangKamehameha.png |caption=Big Bang....<br />
|image2=DBFZ_Gogeta_BigBangKamehameha2.png |caption2= Kamehameha!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* This is his DHC.<br />
* Lasts long enough that some characters can get a Dragon Rush off of it when they DHC in after this super, such as Nappa. Also sets up Base Goku's Spirit Bomb.<br />
* Minimum Damage: 827<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Meteor Explosion</font>======<br />
{{MoveData<br />
|name=Meteor Explosion<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_Gogeta_MeteorExplosion.png |caption=S T A N C E<br />
|image2=DBFZ_Gogeta_MeteorExplosion2.png |caption2= You'd think an orbital strike-equivalent attack would have been enough to defeat Broly.<br />
|image3=DBFZ_Gogeta_UltimateKamehameha.png |caption3= original big beam<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Meteor Explosion}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Ultimate Kamehameha|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum Damage: 1790 (964 additional damage for the lvl 5 extension)<br />
* Level 5 extension puts Gogeta full screen's length away from the opponent.<br />
Great damage for a Level 3, especially with a meterburn option available. He doesn't get much, if any oki off of this when it connects though, and he gets barely any if you do the level 5 extension. Still, it's good to use just for damage alone, and is especially good for securing a kill.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Gogeta]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=150986DBFZ/Fused Zamasu2020-04-16T16:54:54Z<p>24.46.145.190: /* 6M */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!"''<br />
<br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, they would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
The Fused Zamasu graces ''Dragon Ball FighterZ'' with his presence, manifesting as a DLC character. Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Flight grants both unique mobility and ungodly pressure thanks to fly/unfly mix-ups.<br />
* Access to orbs allows for prolonged pressure.<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter.<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setplay with orbs, Blades of Judgment, and assists.<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* Cataclysmic damage potential, capable with most assists.<br />
| style="width: 50%;"|<br />
* Loses his Orbs whenever he's forced to block.<br />
* Struggles against beams as his only beam-esque projectile is very slow.<br />
* Has to manage his Smash very carefully to ensure good knockdown.<br />
* Relies on assists to back him up as most of his specials are unsafe or slow.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
* Is a command grab as of the last patch.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption=thunk<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=football kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the lightning will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Worm holes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=150985DBFZ/Fused Zamasu2020-04-16T16:54:41Z<p>24.46.145.190: /* j.M */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!"''<br />
<br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, they would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
The Fused Zamasu graces ''Dragon Ball FighterZ'' with his presence, manifesting as a DLC character. Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Flight grants both unique mobility and ungodly pressure thanks to fly/unfly mix-ups.<br />
* Access to orbs allows for prolonged pressure.<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter.<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setplay with orbs, Blades of Judgment, and assists.<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* Cataclysmic damage potential, capable with most assists.<br />
| style="width: 50%;"|<br />
* Loses his Orbs whenever he's forced to block.<br />
* Struggles against beams as his only beam-esque projectile is very slow.<br />
* Has to manage his Smash very carefully to ensure good knockdown.<br />
* Relies on assists to back him up as most of his specials are unsafe or slow.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
* Is a command grab as of the last patch.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=football kick<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the lightning will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Worm holes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Fused_Zamasu&diff=150984DBFZ/Fused Zamasu2020-04-16T16:53:48Z<p>24.46.145.190: /* 5L */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Zamasu (Fused)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Fused_Zamasu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Setplay, Zoning<br />
|-<br />
| '''Team Role''' || Point, Middle<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!"''<br />
<br />
When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, they would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.<br />
<br />
The Fused Zamasu graces ''Dragon Ball FighterZ'' with his presence, manifesting as a DLC character. Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Flight grants both unique mobility and ungodly pressure thanks to fly/unfly mix-ups.<br />
* Access to orbs allows for prolonged pressure.<br />
* Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter.<br />
* Versatile supers that can all be used in the air or on the ground.<br />
* Various deadly setplay with orbs, Blades of Judgment, and assists.<br />
* The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.<br />
* Cataclysmic damage potential, capable with most assists.<br />
| style="width: 50%;"|<br />
* Loses his Orbs whenever he's forced to block.<br />
* Struggles against beams as his only beam-esque projectile is very slow.<br />
* Has to manage his Smash very carefully to ensure good knockdown.<br />
* Relies on assists to back him up as most of his specials are unsafe or slow.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Zamasu_5L.png |caption=Ukerugai...<br />
|image2=DBFZ_Zamasu_5LL.png |caption2=WAGA Y A I B A!!<br />
|image3=DBFZ_Zamasu_5LLL.png |caption3=NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Short ranged.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Advances forward slightly, but mostly just blockstring and combo filler.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in Season 2 who can solo tick throw.<br />
* Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.<br />
* Quite difficult to recapture with this autocombo, especially versus smaller characters.<br />
* Is a command grab as of the last patch.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Zamasu_5M.png |caption=He wasn't the first, neither was Goku Black<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Long range, but very punishable on whiff. <br />
* As Zamasu lacks a slide, this is his best advancing normal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Zamasu_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text= <br />
* Zamasu does a swinging midair kick that smashes, useful in pressure and combos.<br />
* Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Zamasu_5S.png |caption=pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combos into 236S reliably.<br />
* Whiffs on all crouchers, and versus small characters.<br />
* Can go over low high-priority beam attacks such as Goku's Kamehameha.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Zamasu_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be chained twice.<br />
* Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Zamasu_2M.png |caption=*lightsaber noises*<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.<br />
* Has a smaller hitbox than it seems.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Zamasu_2H.png |caption=Stop right there, <span style="text-decoration:line-through;">criminal scum</span> WRETCHED NINGENS!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Small horizontal range.<br />
* Large spherical hitbox above Zamasu's head, but will not hit crossups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Zamasu_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Zamasu_jL.png |caption=Third time's the charm.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Downward angle makes it perfect for instant air dash mixups.<br />
* Allows for a double overhead after IAD j.M.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Zamasu_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Decently active and good range for air-to-airs.<br />
* Allows for a double IAD overhead in conjunction with j.L.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Zamasu_jH.png |caption="EAT MY DIVINE HEEL!!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Flight cancels allow for multiple overheads.<br />
* Deceptive horizontal reach.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Zamasu_jS.png |caption=Codenamed "The Boi Blaster"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be repeated 3 times in total.<br />
* Basic lv. 1 projectile.<br />
* Completely resets your momentum, making you fall straight down afterward.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Zamasu_j2H.png |caption=divine heel requiem<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Spikes the opponent at a slightly more vertical angle than j.H.<br />
* Ground bounces grounded opponent, though can't be extended with Vanish.<br />
* Combos off of j.S.<br />
* Only normal that can be done while in flight.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Eternal Justice</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=Damn I look smooth<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Air version starts up 1f FASTER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Important combo tool, gives a sliding knockdown. <br />
* Combos reliably after a 236S wallbounce.<br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Used for when you can't combo into M version, gives a sliding knockdown. <br />
* Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.<br />
* Air version starts up 1f SLOWER than grounded version.<br />
-------<br />
* All versions keep dash momentum so you can 2366L/M/H to cover ground.<br />
* Press S on hit or block to trigger Heaven's Flash.<br />
** 236L > S keeps Zamasu in place.<br />
** 236M > S pushes him back.<br />
** 236H > S shoots him forward, going over the opponent.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Wall of Light</font>======<br />
{{MoveData<br />
|name=Wall of Light<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_Zamasu_WallOfLight.png |caption=Look at my sparkling balls<br />
|image2=DBFZ_Zamasu_WallOfLight2.png |caption2=Hands-free pressure<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 126.<br />
* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.<br />
5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo.<br />
Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs hit on frame 219.<br />
* Even slower than L version, useful for tricky mixups after an assist has been called.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.<br />
* Can allow for unique combo extensions, especially when used in conjunction with flight combos.<br />
-------<br />
* Freezes Zamasu in place while preserving (some of) his momentum.<br />
* The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.<br />
* Slow startup, important to have assists or distance before activation.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Divine Order</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=236S (Air OK)<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Uncharged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up. <br />
* Mostly combo filler, good for frametraps in blockstrings as well.<br />
* The blade's hitboxes can deflect Ki blasts.<br />
}}<br />
{{AttackVersion|name=Charged|rowspan=2}}<br />
{{#lst:{{PAGENAME}}/Data|236[S]}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236[S]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots a projectile that clashes with beams and can not be superdashed through.<br />
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.<br />
* Does not allow for a standard combo afterwards, and is mostly for controlling space.<br />
* The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Heaven's Flash</font>======<br />
{{MoveData<br />
|name=Heaven's Flash<br />
|input=214S (Air OK)<br />
|image=DBFZ_Zamasu_HeavensFlash.png |caption=Marvel-style Flight, except you can block now.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Buttons will now give you special attacks without having to manually input them.<br />
** L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.<br />
** 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.<br />
** 1/2/3H cancel the flight into a downward j.2H.<br />
** S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.<br />
** 6S gives Divine Order, this version can also be charged.<br />
** 4S cancels flight without attacking, leaving you vulnerable for 10 frames.<br />
* You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.<br />
* Attacking or blocking will end the flight.<br />
* Assists will not begin cooldown until your flight ends.<br />
* Grounded flight puts you at a set height in the air.<br />
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.<br />
* Total flight lasts for 204f.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Divine Order<br />
|input=Assist A<br />
|image=DBFZ_Zamasu_DivineOrder.png |caption=''"You dare give orders to a god?"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can't be super-dashed through.<br />
* Only the projectile has hitboxes.<br />
* Leaves the opponent in a good amount of hitstun, allowing for easier followups<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Eternal Justice<br />
|input=Assist B<br />
|image=DBFZ_Zamasu_EternalJustice.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Divine Authority<br />
|input=Assist C<br />
|image=DBFZ_Zamasu_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Wrath</font>======<br />
{{MoveData<br />
|name=Divine Wrath<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Zamasu_DivineWrath.png |caption=''"My power is great!"''<br />
|image2=DBFZ_Zamasu_DivineWrath2.png |caption2=SEINARU GEKIRIN<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On the way down the ball hits for 700, explosion does 400*3, 800.<br />
* Minimum damage is 210, 120*3, 240 (810)<br />
* Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.<br />
* If you setup his Blades of Judgment super during a combo and input this immediately after, the lightning will catch as the ball ends, allowing for extension.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Blades of Judgment</font>======<br />
{{MoveData<br />
|name=Blades of Judgment<br />
|input=236H+S (Air OK)<br />
|image=DBFZ_Zamasu_BladesOfJudgement.png |caption=You BETTER not make a Fate reference, bud.<br />
|image2=DBFZ_Zamasu_BladesOfJudgement2.png |caption2=You wish Piccolo's Hellzone Grenade was this good.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.<br />
* Worm holes disappear as soon as Zamasu tags out.<br />
* Each blade does 100 damage and ground bounces airborne opponent.<br />
* Each explosion does 350 damage and pops the opponent up.<br />
* Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.<br />
* Mediocre and inconsistent damage, every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.<br />
* Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.<br />
* In open space, can be comboed into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.<br />
* In the corner, can be comboed into alone with 2H M {{9}} M 236L vanish 236M.<br />
* Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.<br />
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Lightning of Absolution</font>======<br />
{{MoveData<br />
|name=Lightning of Absolution<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Zamasu_LightningOfAbsolution.png |caption=''"Rejoice! For the world of a G O D is at hand!"''<br />
|image2=DBFZ_Zamasu_LightningOfAbsolution2.png |caption2=''Thunderbolt and lightning''<br>'''''VERY VERY FRIGHTENING ME!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage is 12, 280*6 (1692)<br />
* Zamasu's only invincible reversal.<br />
* Is quite slow for a Level 3 super.<br />
* Tracks the opponent anywhere on screen as long as they are in front of Zamasu.<br />
* Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Zamasu]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Vegeta&diff=150983DBFZ/SSB Vegeta2020-04-16T16:52:53Z<p>24.46.145.190: /* Assist B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Vegeta (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Vegeta_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Rekka<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"I have the power too...to go beyond the legendary Super Saiyan!"''<br />
<br />
Not to be outdone by Goku, Vegeta has trained alongside his Saiyan rival under the tutelage of Whis, personal attendant of Lord Beerus. Both he and Goku have attained the power of the "Super Saiyan God Super Saiyan".<br />
<br />
In ''Dragon Ball FighterZ'', this version of Vegeta fights similarly to his original form: attacking aggressively while closing the distance to pummel his foes into submission. However, in exchange for his increased close-range prowess, his defensive options are rather subpar.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-alighn:left"<br />
| style="width: 50%;"|<br />
* Ki Blasts are very fast and surprisingly good at controlling space in neutral.<br />
* His ability to convert into his okizeme game is great, due to having specials with a huge corner carry.<br />
* Blinding pressure game with fast normals, rekkas, and command grabs.<br />
* Good damage when he has the resources to burn, especially in the corner.<br />
* Big Bang Attack is the non-super-projectile with the highest priority in the game.<br />
* All of his specials are great combo finishers and are easy to combo into.<br />
* Uses a very efficient grading system.<br />
| style="width: 50%;"|<br />
* Poor footsies game due to having short range. He has to utilize high committal options to approach, and as a result can lose hard versus zoning.<br />
* Little to no defensive options.<br />
* Cannot inflict sliding knockdown from some of his starters, making it sometimes difficult to maintain offensive momentum.<br />
* Big Bang Attack is one of the worst moves in the entire game because of its horrendous startup.<br />
* Big Bang Attack Assist is equally as horrendous. <br />
* Makes annoying sounds when he gets hit.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_SSBVegeta_5L.png |caption=jab<br />
|image2=DBFZ_SSBVegeta_5LL.png |caption2=jab<br />
|image3=DBFZ_SSBVegeta_5LLL.png |caption3=forward '''AERIAL'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Typical jab.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Moderately low reach, hitbox doesn't extend beyond his fist and he doesn't move forward very much.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* NOT an overhead.<br />
* Moves Vegeta forward.<br />
* Safe on block and pushes opponent away a good amount.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_SSBVegeta_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Combo fodder or blockstring filler.<br />
* About the same range as 2M and will hit higher.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_SSBVegeta_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Can be special cancelled into 236L for rekka pressure.<br />
Vegeta lacks good range on both of his 5M and 2M moves, unlike many other characters who have one or both, which puts 5H in the spotlight. It is his farthest reaching normal, and it is quite fast compared to other 5H buttons, but it is still a heavy attack, making it slower than many other attacks and is unsafe on block. If it is blocked, always special cancel.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_SSBVegeta_5S.png |caption=Toss that frisbee<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fast animation.<br />
* Launches on hit.<br />
* Ki blast thrown very low.<br />
* Can cancel recovery to 2S regardless if it hits.<br />
The speed at which the ki blast will come out makes this a good move for fishing freebies or forcing the opponent to block. Can special cancel to 236L/H or 214L to start pressure on block or capitalize on hit respectively.<br />
<br />
Because the projectile hugs the ground, it will low-profile standard ki blasts and trade with the opponent, which can be both an advantage and a disadvantage. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_SSBVegeta_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Typical crouching kick.<br />
Good move to mash in the corner after 214L.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_SSBVegeta_2M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Starter for high damage combos.<br />
* Neither reaches far or moves him much closer.<br />
Unlike other 2M buttons, this move is solely for pressure since it lacks any noteworthy range.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_SSBVegeta_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Puts Vegeta in an aerial state.<br />
While it is unsafe on block, it can always be special canceled into 236S, turning it safe and pushing the opponent almost half a screen away. 236L and 214L will whiff partially or entirely on crouch blockers and certain characters since Vegeta is in the air.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_SSBVegeta_2S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fast animation.<br />
* Launches on hit.<br />
* Ki blast angled upward.<br />
* Can cancel recovery to 5S regardless if it hits.<br />
Similar to 5S, it also has great speed, making 2S a great way to put a check on jumpy and aggressive opponents. <br />
<br />
Since 5S cannot clash with other projectiles that well, 2S must fill that role. Due to it's angle it can only clash when the opponent's projectile is close. However, 5S can be done immediately after to catch long recoveries.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_SSBVegeta_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead.<br />
Standard 6M move. Can be used to condition opponents into blocking high for 214L to be a viable option in blockstrings.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_SSBVegeta_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Typical air knee.<br />
The extra jump from j.L x2 can used to prevent the opponent from going too far above due to j.2H.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_SSBVegeta_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Go-to air overhead.<br />
Used in conjunction with 236L > L or 236L > L/M > L to hit the opponent high and continue pressure.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_SSBVegeta_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Standard IAD jump-in.<br />
A decent combo ender since Vegeta will have a better time with a grounded opponent. Can also be used to set up for certain grounded assists to extend hitstun.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_SSBVegeta_jS.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fast animation.<br />
* Launches on hit.<br />
* Halts momentum briefly.<br />
* Can cancel recovery to j.2S regardless if it hits.<br />
In contrast to 2S, j.S can be used as a pseudo-jump in due to speed. Since it will stop Vegeta in the air, can also be used to bait 2H buttons, provided he is not too close to the enemy.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_SSBVegeta_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hitbox is horizontally impaired.<br />
The move that every combo should try to fit in at least once. It doesn't hit in front of Vegeta very well, so because of this, combos can be dropped if 2M wasn't done close enough.<br />
<br />
Can be used for the "j.2H whiff tech". Since it doesn't make him fall too slowly, and allow him to keep momentum, it can be used to have strong set up off certain situation, especially in the corner.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2S</font>======<br />
{{MoveData<br />
|name=j.2S<br />
|image=DBFZ_SSBVegeta_j2S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fast animation.<br />
* Launches on hit.<br />
* Halts momentum briefly.<br />
* Can cancel recovery to j.S regardless if it hits.<br />
Similar to Vegeta's j.S but instead of throwing it downward, he'll throw it in a shallow upward angle. Can be a good air-to-air at a distance.<br />
<br />
Like j.S, can also be used against 2H moves, but by performing this move instead, the ki blast may miss and will allow Vegeta to perform a stronger starter for a full combo once he lands.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Super Dash Kick</font>======<br />
{{MoveData<br />
|name=Super Dash Kick<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_SSBVegeta_SuperDashKick.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Kicks forward.<br />
* On whiff, all version can still do followup attacks.<br />
* Ground versions of 236X '''do not''' have head property and cannot be anti-aired by moves like 2H. However, all the followups are very vulnerable to anti-airs.<br />
Can be used to close in on the opponent, but it can be reacted to with a 2H, so be wary. If an opponent expect to see the followups, it can be stopped to reset Vegeta's blockstring and allow to his assists to recover, but it is a little reactable.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Kicks upward and travels farther than L version.<br />
Theoretically can be used to catch jumping opponents pressured, but 2S and 214M is much better suited for jumpers. Mostly used for combos for it's angle, since it is not any better than 236L in keeping the opponent blocking. Can be used to cross up after 2L or 2M, double cross up by using a backdash after that, or doing an overhead in the corner. It needs coverage though, like most of Vegeta's options.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Kicks forward and travels farther than L version.<br />
* Adds extra damage to all followups.<br />
236L with significantly more range, can be used to catch keep-away opponents but is outclassed by 236[L+M] in almost every aspect, lacking great distance and speed, invincibility, and wallbounce. If it is blocked, then it can be followed up with the additional attacks and an assist to start a mix-up, but if it connects, then it is a waste of meter.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Super Dash Kick Follow-up 1</font>======<br />
{{MoveData<br />
|name=Super Dash Kick Follow-up 1<br />
|input=Super Dash Kick > L/M/H<br />
|image=DBFZ_SSBVegeta_SuperDashKickFollowup1.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236X L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Damage increases if H version was used in the string.<br />
* On whiff, all version can still do followup attacks.<br />
* Considered to be airborne throughout the move.<br />
* Hits once and moves Vegeta slightly forward.<br />
* On hit, bounces Vegeta back a small amount.<br />
A useful move for pressure, allowing Vegeta to escape with a backdash, or for a clean j.M overhead with an airdash forward, but can be interrupted and is not a tight blockstring without an assist. Also has the potential for a low mix-up with an empty jump-in. Cannot be reflected if launched after 5H. It allows to IAD after that, or be in a good range to 2M in the corner, leading to a good 50/50 gapless situation with a right timed assist in the corner. <br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236X M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits thrice and moves Vegeta forward.<br />
Another option for pressure after the first kick, but instead of allowing Vegeta to hover in the air for a good bit, it will put him closer to the enemy and to the ground.<br />
<br />
This move has the ability to frame trap, since it leads about 2 frames of gap between the first kick and this ones, but they can be reflected.<br />
Despite having higher damage than the L version, the M version is comprised of weak kicks which may damage the proration of a combo negatively if done too early.<br />
<br />
While the M version goes much farther than the L version, this move is easily telegraphed after a whiffed 236L and 5H/2H can pierce through. Can be used with specific assists on block to put more scarier pressure that the L version cannot provide, but otherwise, serves the exact same purpose.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236X H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits once and moves Vegeta forward.<br />
* Can no longer choose to stay same side, always side switch no matter what.<br />
* Adds extra damage to all followups.<br />
Similar to Vanish, the H version can be used as a 1 meter investment to confirm off of the first kick with an assist, or to simply escape corner, since it is safe. The side switch can be used to set up an assist on the opposite side of Vegeta, which he can use to take advantage of their knockback on either block or hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Super Dash Kick Follow-up 2</font>======<br />
{{MoveData<br />
|name=Super Dash Kick Follow-up 2<br />
|input=Super Dash Kick Follow-up 1 > L/M/H<br />
|image=DBFZ_SSBVegeta_SuperDashKickFollowup2.png |caption=KUTABAREEE!!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|236X X L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Damage increases if H versions were used in the string.<br />
* All versions track the opponent.<br />
** However, H Followup 1 > L/M/H Followup 2 does NOT track on whiff.<br />
* Considered to be airborne throughout the move.<br />
* On hit, flips Vegeta above his opponent.<br />
* Surprisingly difficult to punish.<br />
The same purpose as the L version of Followup 1, but instead of needing the airdash, it keeps Vegeta close. Has the added benefit of being able to cross-up midscreen with an airdash.<br />
<br />
In combos, the L version is used in lieu of the M version in situations where the proration of a combo is too high and it is too slow to connect. However, since it lacks the smash property, it can also be used early on to delay the use of smash attacks, paired with a Sparking Blast or a well-timed assist. Can be used to cross up the opponent after the flip, use light overheads when falling, or fake a j.H with a 2L<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|236X X M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Pulls back before lunges forward, can be used to bait out attacks.<br />
* Wall bounces.<br />
* Not safe on block.<br />
* Does not cross-up on block unlike his counterparts' 236M.<br />
Unlike the L version, Vegeta will recover very close to the ground, providing no chance to hit an overhead. This can be beneficial; if the opponent expected the high mixup that comes with the L version, the quick landing of the M version and a low can catch them off guard.<br />
<br />
This follow up, despite the slight delay, will not let the opponent have the time to 2H, and will counter it.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|236X X H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Multi-hit move which travels full screen.<br />
* Always does fixed amount of hits and damage.<br />
* Wall bounces.<br />
* On block, side swaps.<br />
Has significant corner carry and can equal a free combo from half a screen away. The faster recovery compared to the M version along with certain assists can also take advantage of the wall bounce that occurs regardless if the enemy reaches the corner. This version allows to cross up on block outside of the corner, and using a beam assist before the kick can push the opponent at good range for a really fast 2M or a Dragon Rush. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">On a scale of one to ten, I'll give you a three!</font>======<br />
{{MoveData<br />
|name=On a scale of one to ten, I'll give you a three!<br />
|input=214L/M/H (Air OK)<br />
|image=DBFZ_SSBVegeta_OnAScaleOfOneToTen.png |caption=Corner Carry: the move<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Whiffs on crouching opponents.<br />
* Deflects Ki Blasts.<br />
* Causes a soft knockdown.<br />
* If it whiffs, Vegeta can move after it.<br />
* No more than one command grab can be used in a single combo.<br />
Command grab which can catch opponents who are reflect-happy or who block high, expecting IAD oki. Can also be especially deadly as an offensive tool in pressure against low-life characters whom are desperate to tag out, but blocking low (making the grab whiff) is a natural response upon wake-up and it is very susceptible to patient and tempered opponents who can 2H in response, and, which makes this move a gamble. Due to having shorter knockdown, it lacks the oki options of stronger versions and cannot be combo'd after. Since the move doesn't put Vegeta in a recovery state after it whiffs while leaving him at a low distance from the ground, he can either do an air dash to use j.L in a safe jump situation, or just fall and use 2L, making it an extremely scary mixup tool with an assist.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Travels moderately upward.<br />
* Deflects Ki Blasts.<br />
* Causes a soft knockdown.<br />
* If it whiffs, Vegeta can move after it.<br />
* No more than one command grab can be used in a single combo.<br />
Used to catch opponents wanting to jump out of Vegeta's pressure, and unlike the L version, can be followed up after with certain fast assists which can pick up opponents off the ground. Additionally, it also provides better oki. Due to the upward trajectory, it has the most use has a combo-ender after Vanish, but is also a cheeky option for incoming opponents after a forced tag-out. Allows Vegeta to directly apply pressure by jumping if the opponent up tech or back tech, with a meaty j.M and can freely move if it whiff, just like the L version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Moderately quicker than meterless versions.<br />
* Whiffs on crouching opponents.<br />
* Wallbounces.<br />
* Deflects Ki Blasts.<br />
* If it whiffs, Vegeta can move after it.<br />
* No more than one command grab can be used in a single combo.<br />
Great air ender that carries to the corner and gives Vegeta more variety and better oki options, and generally used in combos to retain corner advantage, sacrificing combo damage. Like the M version, can be followed up with assists for an extension, and is much more generous in hitstun for slower assists to connect. Since it also whiffs on crouchers like the L version, it is not any more useful than its L version counterpart to hit an opponent, but it leaves a little more height than 214L and thus allow to use j.M instead of j.L after an air dash, leading to better damage, but it is reactable. <br />
<br />
214H will travel the same amount of distance as the L version but will do so with greater speed, which can surprise opponents before they have a response or catch them performing moves which either have slow startup or lack upper-body invincibility. Because it also provides knockdown and corner carry like other versions, a single instance of this move can quickly change the momentum into Vegeta's favor, allowing him to have a meaty set up regardless of the opponent's reaction, making this move very threatening in neutral and good as a combo ender.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Big Bang Attack</font>======<br />
{{MoveData<br />
|name=Big Bang Attack<br />
|input=236S (Air OK)<br />
|image=DBFZ_SSBVegeta_BigBangAttack.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has a hitbox while charging.<br />
* Has beam properties, will always trade with other beams.<br />
* If performed in the air, will fire downwards.<br />
Powerful but slow projectile. Because of its initial hit, it has use at close range, allowing for use in combos. Along with the pushback from shooting the projectile, this move is also very safe on block, even from point-blank reflects, unless Vegeta is against a wall. At long range, it serves as a suitable answer to enemy projectiles, since Vegeta has unconventional Ki blasts, but can be punished very readily by raw level 3 supers. This move is generally garbage though.<br />
<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Big Bang Attack<br />
|input=Assist A<br />
|image=DBFZ_SSBVegeta_AssistBigBangAttack.png |caption=''"Don't order me around!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has a hitbox while charging.<br />
* Places Vegeta in the air behind active character.<br />
* Projectile is fired downward.<br />
The slow startup of this assist and it's downward trajectory makes this move very hard to utilize as a combo piece. However, certain fast supers can utilize this to their advantage to extend hitstun beyond their recoveries, and certain characters which are capable of pulling/pushing the opponent towards their direction can even utilize the initial hitbox without the use of Vanish.<br />
<br />
The delay that comes with the move makes it sub-par in neutral, but allows it to be abused in blockstrings and in pressure, especially in the corner. When Vegeta is called out when facing the corner, instead of staying close to the active character, he will perform it much farther away, making it near impossible for the opponent to hurt him and cancel the animation, and scaring them into blocking.<br />
<br />
Overall, just don't bother with Big Bang Attack. While it's got some neat uses for scaring your opponents, being able to keep pressure consistently with assist B is arguably more important - while also having a better reward on hit.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Infinity Breaker<br />
|input=Assist B<br />
|image=DBFZ_SSBVegeta_5LLL.png |caption= BONK<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Groundbounces on hit.<br />
* 29 frames of blockstun.<br />
Pretty good all around. Solid lockdown assist, great on hit, etc. You really can't go wrong with this assist, as it's probably SSB Vegeta's best one and gives a lot of utility to the combos his teammates perform.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Super Dash Kick<br />
|input=Assist C<br />
|image=DBFZ_SSBVegeta_SuperDashKickFollowup1.png |caption=<br />
|image2=DBFZ_SSBVegeta_SuperDashKickFollowup2.png |caption2=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Niagara Pummel</font>======<br />
{{MoveData<br />
|name=Niagara Pummel<br />
|input=236L+M<br />
|image=DBFZ_SSBVegeta_NiagaraPummel.png |caption= ''"Only a naive numbskull like him..."''<br />
|image2=DBFZ_SSBVegeta_NiagaraPummel-2.png |caption2=''"Can use those Saiyan cells to their fullest!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Normal}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hold down any button to only perform the first punch.<br />
* Grounds the opponent on completion.<br />
* Not invincible until after startup.<br />
* Travels just a little over fullscreen.<br />
* Minimum damage: 792<br />
Comes out very quickly, has invulnerability, and allows for a free combo, making it a great punish to anything except aerial moves, but it is not a true reversal. Countering other supers will occasionally require the preemptive input of this move in order for the super flash to appear second. Using the canceled version as a punish after a reflect is extremely effective, as it travels a great distance really fast, especially if assists are available to add more damage. <br />
<br />
Since it grounds the opponent, certain supers which require characters to be close can properly connect, making this a very good move to DHC out of.<br />
}}<br />
{{AttackVersion|name=Held}}<br />
{{#lst:{{PAGENAME}}/Data|236[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has smash property.<br />
* Wallbounces if smash hasn't been used in the combo.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Galick Gun</font>======<br />
{{MoveData<br />
|name=Galick Gun<br />
|input=236H+S<br />
|image=DBFZ_SSBVegeta_GalickGun.png |caption=''"Never understimate..."''<br />
|image2=DBFZ_SSBVegeta_GalickGun-2.png |caption2=''"...a Saiyan's true power!"''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Acts as Vegeta's Z-Change super.<br />
* Fires diagonally upward.<br />
* Minimum damage is 81*10.<br />
Because of its trajectory, it is not a particularly useful move to DHC. Seldom used for anything beyond confirming off of 236S, or being a much safer and faster super for Vegeta to DHC out of combat. However, if Base Goku is on your team, using this super and immediately DHC-ing into Super Spirit Bomb will allow it to combo for devastating results.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Final Flash</font>======<br />
{{MoveData<br />
|name=Final Flash<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_SSBVegeta_FinalFlash.png |caption="''Cocky bastard!''"<br />
|image2=DBFZ_SSBVegeta_FinalFlash2.png |caption2="''You're as good as '''space dust!'''''"<br />
|image3=DBFZ_SSBVegeta_FinalFlashAttack.png |caption3="'''''WORTHLESS PIECE OF JUNK!'''''"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Final Flash Attack}}<br />
{{#lst:{{PAGENAME}}/Data|214[HS]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Acts as Vegeta's sole reversal option.<br />
* Can hold down buttons to perform an additional attack (requires 2 extra meters).<br />
* Minimum damage for the full super is 83*20, 924.<br />
Without the extra attack, this super has a less-than-desirable damage output, making it a poor candidate for DHC. As a level 5, it is a powerful finisher that can end matches with a single combo, before the opponent can mount a comeback. <br />
<br />
As it is the only air super in Vegeta's arsenal, oftentimes it may be necessary to use this move even without enough meter for the extra attack if it will guarantee a K.O. <br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Vegeta]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Janemba&diff=150982DBFZ/Janemba2020-04-16T16:50:48Z<p>24.46.145.190: /* Assist B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Janemba<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Janemba_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Zoning, Footsies<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"Gu heh heh heh!"''<br />
<br />
Born from the body of a worker in the Other-World being possessed by escaped souls from the Soul Cleansing machine, Janemba is a heartless demon with a similar personality to Kid Buu, as well as similar powers. Janemba's base form (a large, yellow creature which appears in his intro sequence) is similar to Majin Buu, as a childish yet Godly powerful warrior. Janemba has the ability to bend reality to his will, as he did with Hell, and in his super form (the form he takes in FighterZ), he can change a small rock into a giant pillar, or a small toy into a sword. He is also capable of changing his body at will, such as change into cubes to teleport, or create portals for individual parts of his body. Janemba was defeated by Super Gogeta, the fusion of Goku and Vegeta, and was only defeated due to Gogeta's overwhelming power, allowing the Other-World workers to restore Hell to its normal state.<br />
<br />
In Dragon Ball FighterZ, Janemba is an unorthodox zoner-like character, who has very strong pressure and long ranged tools to manipulate the match to his will, and make the opponent guess several times of where he might show up next to hit them. <br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
* Incredibly strong keepaway game, can easily beat out ki blasts with 236X and has many strong tools for long range play.<br />
* Very powerful range with his normals and specials, while they can be a bit slow they are very easy to use due to the disjoints on his sword moves. His other normals are very strong as well.<br />
* 214S/236S are very strong options for escaping pressure - while they can be beaten out easily, they are still strong for escaping pressure and whiff punishing them can be difficult.<br />
* Can get SKD off of Superdash with j.2M. This gives Janemba a lot of momentum.<br />
* 236HS automatically drags the opponent to the corner, giving Janemba a great way to start corner pressure.<br />
* j.214x series allows for lots of oki setups.<br />
* Teleports, through either autocombo or 214S/236S, allow Janemba to set up a lot of tricky mixups on snapped opponents, especially with the right assists.<br />
* His assist can enable a lot of characters to get big damage or air Dragon Rush, due to it tracking.<br />
* 22S forces opponents to stop using projectiles and assists during neutral, as on successful counter can either get a combo or start pressure<br />
| style="width: 50%;"|<br />
* Huge hitbox, allows him to get hit by certain moves much easier.<br />
* Assist A is very mediocre, and while it does open up a lot for characters to get SKD, it also is hard to use in pressure due to it being ki blasts and for general neutral play, making it exclusively a combo assist.<br />
* Somewhat slow in terms of his moves, making it hard for him to get set up sometimes.<br />
* His escape option in teleports, while good, can get a bit predictable after a while, and can easily be beaten out by superdash. This makes it hard for Janemba to get out of some pressure situations, as it can be very easy for the opponent to simply beat out his escape option and start it all over again.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_Janemba_5L.png |caption=Knock on teh skull<br />
|image2=DBFZ_Janemba_5LL.png |caption2=eSports normal<br />
|image3=DBFZ_Janemba_5LLL.png |caption3=*teleports behind u*<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Just a jab<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ground bounces like Bardock<br />
* Also boasts an incredibly large, Bardock-like hitbox<br />
* Looks like a Bardock attack<br />
* Feels like a Bardock attack<br />
* Is pretty much Bardock's attack<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleports forward. Only hits if he crosses over.<br />
* Switches sides on hit.<br />
* The online special.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_Janemba_5M.png |caption=A normal football kick.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good range, moves Janemba forward.<br />
* Good for staggers, always spaces perfectly for 2L to connect on block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_Janemba_5H.png |caption=SLASH 'EM<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Deflects Ki blasts like other sword normals.<br />
* Any normal > 5H is NOT a true blockstring.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_Janemba_5S.png |caption=Ls aren't the only thing being handed out<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 5S, 2S, j.S are similar and has some limited tracking.<br />
* Hold or mash S to shoot all 4 Ki blasts.<br />
* Can controls where he shoots with {{5}} {{1}} {{3}} {{6}} <br />
* Without inputs, the order is 5316.<br />
* 5 and 6 ground bounces airborne opponent.<br />
* Last Ki blast ground bounces even grounded opponent if it's 5 or 6, pops up grounded opponent if it's 1 or 3.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_Janemba_2L.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Basically Cooler's 2L, exchanges the low property for huge range.<br />
* Really good for staggers due to its reach.<br />
* Longer range than 5L, therefore more common after a teleport.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_Janemba_2M.png |caption=Janemba breaks it down<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Janemba's only low.<br />
Janemba's core mixup doesn't really revolve around his 2M because it's so slow. Your main mixups are with teleports, but 2M will almost always be your most damaging starter.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_Janemba_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Anti-air. Deflects Ki blasts. <br />
* Huge vertical range, it's as tall as the screen is. Horizontal range is absolutely pathetic.<br />
* Bad in combos because of the low horizontal range.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_Janemba_2S.png |caption=6DD > 2DD<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Slightly floats off the ground.<br />
* Cancellable from 5S.<br />
* Unlike 5S and j.S, can't control the first Ki blast's direction.<br />
* No input order is 1536.<br />
* Can be cancelled into 2M for a sliding knockdown.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_Janemba_6M.png |caption=Almost a poke<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Sword normal overhead.<br />
* Deflects Ki blasts.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_Janemba_jL.png |caption=Sock it to 'em<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good range for a j.L.<br />
* Has enough priority to beat superdashes.<br />
* Slightly slower than average.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_Janemba_jM.png |caption=The true demon is my IAD crossup<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Your most common jump-in.<br />
j.M is forced to take the spotlight because of how bad j.H is. All things accounted for, it still has strong frame advantage if your opponent blocks it and it is really good for crossups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_Janemba_jH.png |caption=Charlotte's j.H<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Deflects Ki blasts.<br />
* Halts momentum and ground bounces grounded opponent.<br />
* Use j.L or j.M for IAD overhead instead.<br />
Huge hitbox. Despite it being like Hit's j.H it still has uses, especially in 2H Smash combos, as it is easier to set up j.214x oki with this move due to being able to special cancel it. It's not the best in neutral but it can be somewhat useful in the corner to keep your opponent in place, although this is tricky.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_Janemba_jS.png |caption=j.5DD > j.6DD<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 5S but in the air.<br />
* Freezes momentum.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_Janemba_j2H.png |caption= Kokonoe rang, she wants her j.C back<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Gigantic wall bounce.<br />
* Deflects Ki blasts.<br />
* Moves Janemba backwards<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Shadow Kick</font>======<br />
{{MoveData<br />
|name=Shadow Kick<br />
|input=j.2M<br />
|image=DBFZ_Janemba_j2M.png |caption=Footdive without the diving.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracking overhead that causes sliding knockdown on Smash hit.<br />
* Janemba teleports to the ground on hit. This makes frame advantage the same regardless of where you use it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Demonic Blade</font>======<br />
{{MoveData<br />
|name=Demonic Blade<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_Janemba_DemonicBlade.png |caption=<br />
|image2=DBFZ_Janemba_DemonicBlade2.png |caption2=Michael Sword!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Ridiculous range, deflects Ki blasts.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reaches about half screen, no step forward.<br />
Faster AND safer than a beam.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces.<br />
* Ground version takes a step forward before attacking.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Bigger wall bounce. <br />
* Range inbetween 236L and 236M<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Mystical Arm</font>======<br />
{{MoveData<br />
|name=Mystical Arm<br />
|input=214L/M/H<br />
|image=DBFZ_Janemba_MysticalArm.png |caption=Thanks for the command grab, Piccolo<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Always causes sliding knockdown.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces on Smash hit, SKD on non-Smash.<br />
* In the corner, can be followed up with 2M.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Big wall bounces on Smash hit, SKD on non-Smash.<br />
* Can be followed up even midscreen.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Hell Gate</font>======<br />
{{MoveData<br />
|input=j.214L/M/H<br />
|image=DBFZ_Janemba_HellGate.png |caption=<br />
|image2=DBFZ_Janemba_HellGate2.png |caption2=<br />
|name=Hell Gate<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Shoots an electric ball with no hitbox that slowly travels along the ground, bouncing off walls.<br />
* Only one ball can be on screen at a time. Ball detonates itself after a while.<br />
* Hold up during startup to make the ball floats higher up.<br />
* Pressing L while j.214L ball is still out will detonate it early instead of giving you L normals, same with j.214M, j.214H and their respective buttons.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Phantom Shift</font>======<br />
{{MoveData<br />
|name=Phantom Shift<br />
|input=236S or 214S (Air OK)<br />
|image=DBFZ_Janemba_PhantomShift.png |caption=Boy you SEEN them teleports?!<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleports a set distance. Invulnerable from frame 4, making it a very strong escape option.<br />
* After inputting either versions, holding any of the 8 directions will still make him teleport to that direction anyway. Default is {{6}} for 236S and {{4}} for 214S.<br />
* Grounded {{2}} stays in place, {{1}} and {{3}} teleports slightly closer than {{4}} and {{6}}. All 5 off these versions keep Janemba grounded.<br />
* Air versions can only be performed once until landing, can also teleport back to the ground.<br />
* Both ground and air versions don't consume air options, they also keep super jump's momentum control.<br />
Janemba's main mixup tool. You can teleport to either side of the opponent, air or ground. From there it's up to you if you want to just go low or mix in an airdash to create some really nasty setups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Dimensional Hole</font>======<br />
{{MoveData<br />
|name=Dimensional Hole<br />
|image=DBFZ_Janemba_DimensionalHole.png |caption=<br />
|image2=DBFZ_Janemba_DimensionalHole2.png |caption2= What Jiren's counter should've been like<br />
|input=22S (Air OK)<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Catch}}<br />
{{#lst:{{PAGENAME}}/Data|22S Catch}}<br />
{{!}}-<br />
{{AttackVersion|name=Attack}}<br />
{{#lst:{{PAGENAME}}/Data|22S Attack}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Absorbs non-Super projectiles.<br />
* Considers ALL assists as projectiles.<br />
* After absorbing, shoots a tracking projectile from behind the opponent. He is able to act almost immediately after doing so.<br />
* When absorbing a projectile, Janemba is completely invincible to anything and everything until he counters back (including Lv. 3s).<br />
* Virtually unpunishable on successful counter.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Phantom Assault<br />
|input=Assist A<br />
|image=DBFZ_Janemba_Assist5S.png |caption=SS Vegeta, but now it tracks.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 5S but shoots from {{5}} four times.<br />
* Fourth Ki blasts ground bounces.<br />
* Fullscreen tracking, enable extensions even at high up.<br />
The ultimate double edged sword, Janemba's assist is both really strong and not that good. While it does enable a lot of characters to have unique setups into high-up combos, or even enable characters to get Dragon Rush in the air mid screen or in the corner without spending a meter, it also does not have too much use outside of that. As a pressure tool it is almost impossible to use - while Janemba is hard to hit himself during the assist so it will not be interrupted, it is simply four ki blasts and they can be easily reflected or superdashed through. This can be used for baits, but it is still hard to effectively use this properly. In neutral, it is hard to use for the same reason - it's tracking helps a lot, but it is simply four ki blasts and can be easily dealt with by most characters. He can use it similarly to Gotenks assist, and as such setups with Gotenks usually work with Janemba (although a bit worse) and in the air it is much better than it is on ground, but you still might not get a lot off of this. It's not the worst assist in the game, but it's not amazing either.<br />
<br />
This assist really emphasizes Janemba's spot on the team as a point character, sometimes a mid - it can open up a lot, but you won't lose much if he dies and you can't use it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Demonic Blade<br />
|input=Assist B<br />
|image=DBFZ_Janemba_DemonicBlade.png |caption=SCHWING<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
29 frames of blockstun. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Hellblade Flurry<br />
|input=Assist C<br />
|image=DBFZ_Janemba_5LL.png |caption=<br />
|image2=DBFZ_Janemba_5H.png |caption2=Why couldn't this have been as cool looking as trunks' one?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Rakshasa's Claw</font>======<br />
{{MoveData<br />
|name=Rakshasa's Claw<br />
|input=236L+M (Air OK)<br />
|image=DBFZ_Janemba_RakshasasClaw.png |caption=<br />
|image2=DBFZ_Janemba_RakshasasClaw2.png |caption2=Dat one move of his from the Budoukai games in the form of MISUTO FAINAA<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage: 815<br />
* Causes sliding knockdown.<br />
* Teleports back to the ground on hit.<br />
* Cinematic Super, cutting it early by DHC does slightly less damage without any benefit.<br />
* Is Janemba's DHC Super.<br />
* Always leaves you +4 on hit, no matter the height you started at before the super<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Savage Skewer</font>======<br />
{{MoveData<br />
|name=Savage Skewer<br />
|input=236H+S<br />
|image=DBFZ_Janemba_SavageSkewer.png |caption=First I dab with the rock...<br />
|image2=DBFZ_Janemba_SavageSkewer2.png |caption2=Then I stab with the rock<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 799<br />
* Corner carries.<br />
* Also a cinematic Super, cutting it early ruins the corner carries AND does slightly less damage.<br />
* Doing j.236H+S will get Rakshasa's Claw.<br />
* Unscaled damage is the year that his movie came out.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Needle Light Shower</font>======<br />
{{MoveData<br />
|name=Needle Light Shower<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_Janemba_NeedleLightShower.png |caption=Hold on let me get my Mix tape started<br />
|image2=DBFZ_Janemba_NeedleLightShower2.png |caption2='''''LET IT OUUUUUUUUUUUUUT...'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage: 1672<br />
* Air version will always teleport Janemba back to the ground afterward.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Janemba]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/SSB_Goku&diff=150981DBFZ/SSB Goku2020-04-16T16:49:59Z<p>24.46.145.190: /* 2M */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Goku (SSGSS)<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_SSB_Goku_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Rushdown, Mix-up<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"This is what it looks like to go beyond Super Saiyan God!"''<br />
<br />
<br />
After attaining the power of the Super Saiyan God during his fight with Beerus, Goku/Wukong started to train with the God of Destruction Beerus' teacher, Whis, alongside Vegeta to expand upon their powers. The end result of his training is a new level of power, the "Super Saiyan God Super Saiyan": a blue-haired super form that combines the Super Saiyan God and a Super Saiyan, the likes of which represents the greatest height of fighting prowess yet attainable by Saiyans exclusively.<br />
<br />
In ''Dragon Ball FighterZ'', this version of Goku has a similar fighting style to that of the original, but brings a playstyle consisting of strong mobility options. He can open up opponents easily with several lows, teleports, command grabs and mixups, allowing him to overwhelm his opponents, offsetting their defense and punishing them with furious blows.<br />
<br />
===Strengths/Weaknesses===<br />
{| <br />
|-style="text-align:left;"<br />
! Strengths !! Weaknesses<br />
|- style="vertical-align:top;text-align:left"<br />
| style="width: 50%;"|<br />
* Good neutral options with {{clr|4|5S}}, {{clr|4|j.S}}, Ki blast deflecting shoulder charge, very fast dive kicks, meterless teleport.<br />
* {{clr|3|2M}} is one of the best of its kind.<br />
* Extremely scary at close range with good stagger, fast lows, unreactable command grab.<br />
* Has multiple anywhere meterless sliding knockdowns.<br />
* Very high corner combo damage, solo or assisted.<br />
* Versatile Supers, very easy to combo into and deal high damage.<br />
| style="width: 50%;"| <br />
* Very high skill ceiling, as his best combo routes are rather difficult.<br />
* His neutral tools while good, are all high commitment and need to be timed well. Prefers neutral assists to function well, as he can't reliably get in by himself.<br />
* Relies a lot on conditioning, despite the multitude of mixup options.<br />
|-<br />
|}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name={{clr|2|5L}}<br />
|image=DBFZ_SSBGoku_5L.png |caption=<br />
|image2=DBFZ_SSBGoku_5LL.png |caption2=<br />
|image3=DBFZ_SSBGoku_5LLL.png |caption3=The online special<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
Standard jab, and Goku's fastest normal.<br />
<br />
{{clr|2|4LL}} > {{clr|3|2M}} or {{clr|2|2LL}} > {{clr|3|2M}} are really strong stagger string.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Launches on hit.<br />
Strong normal in pressure thanks to the fact that it hits low and can cancel into another low, an overhead, a grab, or even sides switches.<br />
<br />
The large amount of hitstun combined with a low hitbox also allow SSB Goku to go for more unique combo routes.<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* {{clr|2|5LL}} > {{clr|2|5LLL}} has a massive gap in between.<br />
* Combos into SD midsceen or even links to air normals in the corner.<br />
Very slow, highly telegraphed, and the reward isn't so big. Since the threat of 214X exists, the opponent will be more likely to mash and they'll punish 5LLL outright if it's not covered with assists. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name={{clr|3|5M}}<br />
|image=DBFZ_SSBGoku_5M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Holding {{4}} reduces forward momentum and recovery.<br />
{{clr|3|5M}} has extremely good range, even longer reach than {{clr|3|2M}}. {{clr|3|5M}} with dash momentum is very scary.<br />
<br />
{{clr|3|4M}} is the safest normal he has that also pushes the opponent just far enough that he can safely backdash out of almost every 5L/2L. 2M > 4M also auto spaces him for another 2M.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name={{clr|5|5H}}<br />
|image=DBFZ_SSBGoku_5H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Wall bounds on Smash hit. Combos into SD.<br />
* Non-Smash only combos into SD in the corner.<br />
Used for block string and combo filler.<br />
<br />
A quirk this move has is that mid blockstring, it can beat Solo Guard Cancel clean on reaction.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name={{clr|4|5S}}<br />
|image=DBFZ_SSBGoku_5S.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Mash or hold {{clr|4|S}} to shoot all 6 Ki blasts.<br />
* Last Ki blast launches on hit.<br />
This is his only grounded projectile, making it vital for his neutral game.<br />
<br />
You should always only use 2 Ki blasts. Shooting less is safer overall, shooting more is easier to confirm, 2 is the perfect amount to react with 2H punish or Vanish confirm.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name={{clr|2|2L}}<br />
|image=DBFZ_SSBGoku_2L.png |caption=Had to go SSGSS to learn how to poke toes<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Fast low with short range, making it his go to low for mix-ups out of jump-ins or assists.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name={{clr|3|2M}}<br />
|image=DBFZ_SSBGoku_2M.png |caption=Super Saiyan God Super Saiyan normal<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Great range and very active hitbox.<br />
* Launches on hit.<br />
His third low. IAD j.S ▷ 2M has deceptively long range.<br />
<br />
Arguably the best {{clr|3|2M}} in the game with its combination of fast startup, low recovery, low profile, deceptive reach, and high reward, making it a force to be reckoned with during neutral and offense. On block, {{clr|3|2M}} {{clr|3|2M}} and {{clr|4|5S}} {{clr|3|2M}} beat mashing more often than you'd expect. {{clr|4|5S}} {{clr|3|2M}} is also especially strong since it also spaces Goku for his {{clr|3|2M}} > {{clr|3|4M}} shenanigans.<br />
<br />
You can also just throw this out in neutral/scrambles and watch as they get hit by it second-guessing themselves.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name={{clr|5|2H}}<br />
|image=DBFZ_SSBGoku_2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Puts Goku airborne.<br />
* Smash hit has more hitstun and combos into SD.<br />
Go to anti-air, though since it has a firmly vertical hitbox and a large amount of recovery it should be used carefully.<br />
<br />
Smash hit can also combo into {{clr|4|j.236S}} for a quick sides switch into SKD.<br />
<br />
On block, cancel into {{clr|2|j.236L}} to stay safe (-2) or {{clr|5|j.214H}} with an assist for mixups.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name={{clr|3|6M}}<br />
|image=DBFZ_SSBGoku_6M.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Counts as airborne.<br />
* Uses the same hitboxes and hurtboxes as Goku's {{clr|5|j.H}}.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name={{clr|2|j.L}}<br />
|image=DBFZ_SSBGoku_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Standard air jab.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name={{clr|3|j.M}}<br />
|image=DBFZ_SSBGoku_jM.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
Great air-to-air. IAD {{clr|3|j.M}} is also Goku's best cross-up option. On hit, confirms with {{clr|3|2M}} or microdash {{clr|2|5L}}, depending on the height.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
||name={{clr|5|j.H}}<br />
|image=DBFZ_SSBGoku_jH.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5LLLLLLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLLLLLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Wall bounces on Smash hit.<br />
}}<br />
{{AttackVersion|name=j.H}}<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes sliding knockdown.<br />
Go-to jump in.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
||name={{clr|4|j.S}}<br />
|image=DBFZ_SSBGoku_jS.png |caption=Shades of Akuma<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Doesn't halt air momentum like most {{clr|4|j.S}}.<br />
* Doesn't launches airborne opponent like most {{clr|4|j.S}}, instead it pushes them down.<br />
Forward IAD {{clr|4|j.S}} beats anti-airs and puts Goku +10 at minimum.<br />
<br />
Due to maintaining full momentum, IAD j.X > {{clr|4|j.S}} will make Goku visually pulls out the Ki blast, but it would almost never come out before he lands and there would be no landing recovery. Mean while, IAD {{clr|3|j.M}}{{clr|2|(L)}}{{clr|5|2H}} > delay {{clr|4|j.S}} would always connect. {{clr|4|j.S}} ▷ {{clr|2|214L}} coincidentally is also a true tickthrow in the corner. So not only is GC reflecting a pure gamble due to the tickthrow and can be baited into {{clr|3|2M}} punish, but the thought of reflecting {{clr|4|j.S}} at all is a gamble because the Ki blast might not even come out.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
||name={{clr|5|j.2H}}<br />
|image=DBFZ_SSBGoku_j2H.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Smash hit has more hitstun and combos into SD.<br />
Basic air launcher. Similar to {{clr|5|2H}}, Smash {{clr|5|j.2H}} can also combo into {{clr|4|j.236S}}.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Divine Void Strike</font>======<br />
{{MoveData<br />
|name=Divine Void Strike<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption=Original move<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Removes other landing recovery.<br />
}}<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 4.<br />
* Goes almost half screen.<br />
A safe blockstring ender and a great combo filler, used in Goku's advanced combos.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 4.<br />
* Goes 75% of the screen.<br />
* Smash hit corner bounds.<br />
* 5MMM version corner bounces on Smash hit.<br />
Cancelling into move from ANY normal will have a small gap that beats mashing, or in the case of {{clr|5|2H}} > {{clr|3|j.236M}}, it beats even counter {{clr|5|2H}}.<br />
<br />
Used in corner BnBs. Smash {{clr|3|j.236M}} also link into j.DR in the corner for an easy snapback.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Deflects Ki blasts from frame 1.<br />
* Teleports toward to the other wall, then charges backward.<br />
* Goes fullscreen. Air version has slight vertical tracking.<br />
* Wall bounces on Smash hit.<br />
* Air version on ground block ({{clr|5|2H}} > {{clr|5|j.236H}} + assist) leaves Goku at -5 in the air.<br />
A good neutral check that can be solo converted anywhere on screen.<br />
<br />
Not a good idea to use as a reversal as the invul from teleporting comes in too late.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Super God Shock Flash</font>======<br />
{{MoveData<br />
|name=Super God Shock Flash<br />
|input=214L/M/H<br />
|image=DBFZ_SSBGoku_SuperGodShockFlash.png |caption="Hey, what's that on your shirt?"<br />
|image2=DBFZ_SSBGoku_SuperGodShockFlash-2.png |caption2='''TICK THROW'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash on the throw.<br />
* Values in [] is if the throw whiffs.<br />
* Can only grab grounded or "grounded-by-proximity" opponents.<br />
* D Smash grab has identical effect to {{clr|2|214L}}.<br />
* After the grab has landed in the combo, not only can't Goku grab a second time, the followup punch also won't connect anymore.<br />
}}<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Stays in place. If the grab whiffs, does a short ranged punch as followup.<br />
* On hit, the grab knocks the opponent away into a SKD, while the punch only launches them.<br />
The only 17f (note: unreactable) command grab that can be converted into a combo with resources. Thought it often can't connect mid-blockstring and requires a microdash.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleports a short distance forward before the grab.<br />
* U Smash hit wall bounces.<br />
The initial warp gives this more range. When used mid blockstring, even in midscreen, the opponent cannot hold {{4}} and walk out of the grab.<br />
<br />
Though, it's almost half the speed of {{clr|2|214L}} and the lack of a follow-up makes it incredibly unsafe.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Has the range of 214M and the safe punch of {{clr|2|214L}}.<br />
* U Smash hit wall bounces.<br />
Can be converted meterlessly even in midscreen, though it's still easily reactable and doesn't do much more damage than {{clr|3|214M}}.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Dragon Flash Kick</font>======<br />
{{MoveData<br />
|name=Dragon Flash Kick<br />
|input=j.214L/M/H<br />
|image=DBFZ_SSBGoku_DragonFlashKick.png |caption="Wait a sec... This isn't Flash Kick...!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|j.214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Reels back a tiny bit before diving 45 degree downward.<br />
* Advantage ranges from -1 to -6. {{clr|5|2H}} > {{clr|2|j.214L}} is a true blockstring that leaves Goku at -3 on the ground.<br />
One of the fastest divekicks in the game. Can be used to get in and out of pressure. Also good as a crossup fakeout as on hit it keeps the opponent grounded for assist extension.<br />
<br />
Does slightly more damage than {{clr|5|j.H}} and can combo from {{clr|4|j.S}}, making this move slightly more preferable to {{clr|5|j.H}} in assisted and Vanish combos.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|j.214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Smash hit causes sliding knockdown.<br />
* Advantage ranges from -1 to -6. {{clr|5|2H}} > {{clr|3|j.214M}} has a gap that beats counter {{clr|5|2H}}, leaves Goku at -3 on the ground.<br />
Goku's anywhere meterless SKD. It's almost always better than {{clr|5|j.H}} as a solo combo ender.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|j.214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* On hit, follows the opponent down to the ground before doing a quick sideswitching 2-hit combo. Smash on the last hit, causes sliding knockdown.<br />
* On block, after touching the ground, switches sides and teleports up in the air. Can steal corner and is at a height where he can airdash over anybody for a double sideswitch.<br />
* Advantage ranges from -3 to -7. 2H > {{clr|5|j.214H}} is a true blockstring that leaves Goku at -4 in the air.<br />
{{clr|4|j.S}} > {{clr|5|j.214H}} is an okay solo combo ender in case you can't use {{clr|3|j.214M}}, but where this move really shines is as a mixup tool covered by assists.<br />
<br />
After a blocked {{clr|5|j.214H}}, Goku can do a 4-way mixup with empty {{clr|2|2L}}, empty {{clr|2|214L}}, airdash crossup {{clr|4|j.S}}, late airdash same side {{clr|2|j.L}}. However, late airdash {{clr|2|j.L}} while universal is rather hard to pull off, the entire setup requires good blockstun assists and a 2H in the string, so it's susceptible to GC.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Instant Transmission</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=236S or 214S (Air OK)<br />
|image=DBFZ_SSBGoku_InstantTransmission.png |caption=''"Did he just remember he could do that?"''<br />
|image2=DBFZ_SSBGoku_InstantTransmission-2.png |caption2=''"Your father's an idiot."''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=236S|subtitle=or j.236S}}<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{AttackVersion|name=214S|subtitle=or j.214S}}<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Teleporting kick that tracks anywhere on screen. 236S goes behind the opponent, {{clr|4|214S}} goes in front. Uses the direction Goku's facing to determine how he teleports.<br />
* After teleporting, the move still has some vertical tracking to make sure it connects.<br />
* Smash hit causes sliding knockdown.<br />
High risk, decent reward neutral check. It's easily 2H-able if the opponent is ready, but you get some oki if it hits and solo pressure if they block it.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Dragon Flash Kick<br />
|input=Assist A<br />
|image=DBFZ_SSBGoku_AssistDragonFlashKick.png |caption=''Actually does something now''<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Has some horizontal tracking.<br />
* Ground bounce into sliding knockdown on hit.<br />
A screen control assist, cutting through almost everything in neutral. On hit, the ground bounce also enables unique air-to-ground extension unlike most other pop-up assists.<br />
<br />
Can also be used right before a low recovery Super like Bardock and AGohan's 236LM for a SKD they otherwise wouldn't get.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Divine Void Strike<br />
|input=Assist B<br />
|image=DBFZ_SSBGoku_DivineVoidStrike.png |caption= Original assist<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Deflects Ki Blasts.<br />
* Launches on hit.<br />
Basic strike assist. Good for raw Super Dash + assist. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Instant Transmission<br />
|input=Assist C<br />
|image=DBFZ_SSBGoku_InstantTransmission-2.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Tracks the opponent anywhere on screen.<br />
* On hit, teleports behind the opponent and knocks them down into a ground bounce SKD.<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Extreme Speed Kamehameha</font>======<br />
{{MoveData<br />
|name=Extreme Speed Kamehameha<br />
|input=236L+M or 236H+S (Air OK)<br />
|image=DBFZ_SSBGoku_ExtremeSpeedKamehameha.png |caption=''"You're finished!"''<br />
|image2=DBFZ_SSBGoku_ExtremeSpeedKamehameha-2.png |caption2="EYAAAAH!"<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}- <br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|236LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.236LM}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Doing raw, ground version will slightly adjust position for that it hits, air version stays still. <br />
* Mid-combo, both version teleports to the opponent instead, though the angle isn't always the best. Always shows up from the direction Goku's facing.<br />
* Last hit causes sliding knockdown.<br />
* Minimum damage: 75*10 (750).<br />
Similar to SS Goku, he does have safe jump setup from this with j.LL2H > j.236L+M into airdash j.H, but it's not universal.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">x10 Kaioken Kamehameha</font>======<br />
{{MoveData<br />
|name=x10 Kaioken Kamehameha<br />
|input=214L+M or 214H+S<br />
|image=DBFZ_SSBGoku_x10KaiokenKamehameha.png |caption='''''"KAIOKEN!"'''''<br />
|image2=DBFZ_SSBGoku_x10KaiokenKamehameha2.png |caption2='''''"I'll finish this right now!"'''''<br />
|image3=DBFZ_SSBGoku_EvolvedAttack.png |caption3='''''"THERE YOU ARE!"'''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=x10 Kaioken Kamehameha}}<br />
{{#lst:{{PAGENAME}}/Data|214LM}}<br />
{{!}}-<br />
{{AttackVersion|name=Evolved Attack|subtitle=Hold L/M/H/S on hit}}<br />
{{#lst:{{PAGENAME}}/Data|214[LM]}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Hits fullscreen.<br />
* There are 2 spots where you can hold a button for a sideswitch or double sideswitches. A "free" one before the upward kick, and one that cost 2 extra Ki gauges after the kick.<br />
* Minimum damage: 1759, add 900 if 5 bars are used for a new total of 2659.<br />
Only do the 2 bar extension if you wanna see the cool animation (or if it kills) because it obliterates your oki otherwise, even if you keep same side.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Goku]]</div>24.46.145.190https://www.dustloop.com/wiki/index.php?title=DBFZ/Kid_Buu&diff=150761DBFZ/Kid Buu2020-04-15T22:04:13Z<p>24.46.145.190: /* Assist B */</p>
<hr />
<div>{| class="wikitable" style="float:right; margin-left:10px; width:300px;"<br />
|-<br />
! align="center" colspan="2" | Kid Buu<br />
|-<br />
| align="center" colspan="2" | [[File:DBFZ_Kid_Buu_Portrait.png|300x500px|center]]<br />
|-<br />
| '''Play-style''' || Mix-up, Pressure,<br />
|-<br />
| '''Team Role''' || Point<br />
|}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|2}}<br />
</div><br />
==Overview==<br />
''"Hoooooh! Uhouhouhooooo!"''<br />
<br />
Small, diminutive, and insane beyond all reason, "Kid" Buu represents Majin Buu's "pure" form before absorbing powerful fighters. Without any sense of morality (or any sense at all), this form represents Buu not necessarily at his strongest, but at his most dangerous, driven by nothing other than the desire to destroy. Thankfully, the universe would be spared his wrath by Goku, who destroyed him with a Spirit Bomb.<br />
<br />
In ''Dragon Ball FighterZ'', Kid Buu is an unpredictable combatant who can put his opponents off-balance with his long limbs and powerful special moves.<br />
<br />
{{StrengthsAndWeaknesses<br />
| intro = {{Character Label|DBFZ|Kid Buu}}<br />
| pros =<br />
* Small body makes him difficult to hit compared to other more normal-sized characters. <br />
* Amazing neutral control because of his medium normals that cover fullscreen, as well as having a standard beam that can be Tiger Knee'd. <br />
* Probably the best and most infallible mixup game; command jump in 2S that enables him to airdash after (and subsequently press buttons), Arm Ball possesses the highest blockstun in the game while also allowing Kid Buu to move during it, and due to the nature of his normals, Kid Buu has the ability to do multiple overhead normals on a standing opponent outside of sparking.<br />
* Has an anti-air throw in Mystic Arm Swing that replaces 2H's use as anti-air option.<br />
* Assist A has the highest blockstun in the game for a regular assist, unlocking the potential for the best mix-ups solely based on how much oki time the assist gives. <br />
| cons =<br />
* Low damage overall. He is reliant on spending resources to extend damage output. That being said, Kid Buu's mix-up game makes his lack of damage pretty negligible in the end.<br />
* The aforementioned 2H has a pathetic horizontal hitbox, almost zero point in using the move over Mystic Arm Swing. <br />
* Ironically, Planet Burst does not have very good Okizeme off the Hard Knockdown.<br />
<br />
}}<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br style="clear:both;"/><br />
<br />
==Normal Moves==<br />
======<font style="visibility:hidden;font-size:0">5L</font>======<br />
{{MoveData<br />
|name=5L<br />
|image=DBFZ_KidBuu_5L.png |caption=Flex those 6 frames<br />
|image2=DBFZ_KidBuu_5LL.png |caption2=You can't escape<br />
|image3=DBFZ_KidBuu_5LLL.png |caption3=<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=5L}}<br />
{{#lst:{{PAGENAME}}/Data|5L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* It's a jab<br />
Pretty far range for a jab. It's a little more minus than most jabs, but it has high range to make up for it.<br />
}}<br />
{{AttackVersion|name=5LL}}<br />
{{#lst:{{PAGENAME}}/Data|5LL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Moves Kid Buu forwards<br />
* Medium button in disguise<br />
}}<br />
{{AttackVersion|name=5LLL}}<br />
{{#lst:{{PAGENAME}}/Data|5LLL}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo.<br />
There's really not much more to be said about this button. It's only situationally useful in combos, and it has very limited cancel options on block.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5M</font>======<br />
{{MoveData<br />
|name=5M<br />
|image=DBFZ_KidBuu_5M-1.png |caption=Me stepping in to your DMs<br />
|image2=DBFZ_KidBuu_5M-2.png |caption2=Wow! Kid Buu actually using his head for once!<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pulls him forward about halfscreen.<br />
* Second hit ground bounces on airborne opponents.<br />
This is Kid Buu's primary anti-reflect blockstring tool. It pulls him forward far enough to completely negate the effects of reflect, and it is also one of his most damaging combo starters.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5H</font>======<br />
{{MoveData<br />
|name=5H<br />
|image=DBFZ_KidBuu_5H.png |caption=Just like all the others<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Mostly useful for the optimal corner combos or blockstring filler.<br />
* Moves very far forwards.<br />
* Smash wallbounce can sometimes be linked off of.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">5S</font>======<br />
{{MoveData<br />
|name=5S<br />
|image=DBFZ_KidBuu_5S.png |caption=pew pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|5S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Fires a single Ki Blast across the screen.<br />
* Pressing S again will make him throw his 2S afterwards.<br />
* Good for pressure resets.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2L</font>======<br />
{{MoveData<br />
|name=2L<br />
|image=DBFZ_KidBuu_2L.png |caption=Watch yo shins<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Kid Buu's primary mixup tool.<br />
* Less range than 5L.<br />
* Doesn't directly combos into 2M. The viable combo route is 2L > 5LL > 2M or 2L > 1M.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2M</font>======<br />
{{MoveData<br />
|name=2M<br />
|image=DBFZ_KidBuu_2M.png |caption=U N G A<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* 2M and 3M have initial proration. 1M doesn't.<br />
* Each version has some tracking, but will only hit in a certain range.<br />
* 1M is the fastest one, hits from directly in front of Buu to almost half screen.<br />
* 2M, 3M have relatively the same speed, 2M tracks from Buu to just over half screen while 3M tracks from half screen to about 3/4 of the screen.<br />
* All versions pull the opponent in on block or hit.<br />
* On hit, 2M and its variations can combo into themselves up to 3 times, with each version can only be used once.<br />
** The order of moves used is 3M > 2M > 1M, trying to input a move that has already been used and Kid Buu will perform the next available one in line.<br />
* Using 2 or more stomps makes the move special-cancellable only.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2H</font>======<br />
{{MoveData<br />
|name=2H<br />
|image=DBFZ_KidBuu_2H.png |caption=Kid Buu at the Andrew W.K concert.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded.<br />
* Vertical hitbox is pretty good, hits above Buu rather than in front.<br />
This move looks a little better than it really is. It is a grounded 2H, so you can cancel it into specials, but there really aren't any good options.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">2S</font>======<br />
{{MoveData<br />
|name=2S<br />
|image=DBFZ_KidBuu_2S.png |caption=pew pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|2S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Jumps up and throws a Ki blast in an upward arc.<br />
* At close range, will throw the Ki blast downward.<br />
* 5SS will also execute this attack.<br />
* Recovery is airdash cancelable<br />
* Has stored landing recovery<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">6M</font>======<br />
{{MoveData<br />
|name=6M<br />
|image=DBFZ_KidBuu_6M.png |caption=The people's gummy elbow.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|6M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Universal overhead.<br />
* Another mixup tool for a character brimming with them.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.L</font>======<br />
{{MoveData<br />
|name=j.L<br />
|image=DBFZ_KidBuu_jL.png |caption=<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.L}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Hits crouchers more often than it's animation would suggest<br />
Because of it's speed and how j.M messes with your air momentum, this is usually the other part of your high-low mixups. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.M</font>======<br />
{{MoveData<br />
|name=j.M<br />
|image=DBFZ_KidBuu_jM.png |caption=Ya'll mind if I<br />
|image2=DBFZ_KidBuu_jM-2.png |caption2=SWOOSE on in?<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.M}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Pulls him forward about halfscreen. An excellent air-to-air attack.<br />
* First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle.<br />
* The first hit can reverse Gatling into j.L, the second can only chain into Heavies/Ki blasts<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.H</font>======<br />
{{MoveData<br />
|name=j.H<br />
|image=DBFZ_KidBuu_jH.png |caption=The OTHER people's gummy elbow.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* [] is on Smash hit.<br />
* Useful in mixups after j.M.<br />
* Sometimes whiffs after j.M if it's used too close to the ground.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.S</font>======<br />
{{MoveData<br />
|name=j.S<br />
|image=DBFZ_KidBuu_jS.png |caption=pew pew<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Halts Kid Buu's air momentum, useful for crossups.<br />
* Has enough hitstun to combo into any of Kid Buu's air special moves or supers.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">j.2H</font>======<br />
{{MoveData<br />
|name=j.2H<br />
|image=DBFZ_KidBuu_j2H.png |caption=Hello my baby, hello my honey<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.2H}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Carries a lot of momentum.<br />
* If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move.<br />
* Useful in non-Smash combos due to it's jump cancel properties.<br />
}}<br />
}}<br />
<br />
==Special Moves==<br />
======<font style="visibility:hidden;font-size:0">Mystic Ball Attack</font>======<br />
{{MoveData<br />
|name=Mystic Ball Attack<br />
|input=236L/M/H (Air OK)<br />
|image=DBFZ_KidBuu_MysticBallAttack.png |caption=Original move, do not steal.<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground L}}<br />
{{#lst:{{PAGENAME}}/Data|236L}}<br />
{{!}}-<br />
{{AttackVersion|name=Air L}}<br />
{{#lst:{{PAGENAME}}/Data|j.236L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Lands close to start point.<br />
}}<br />
{{AttackVersion|name=Ground M}}<br />
{{#lst:{{PAGENAME}}/Data|236M}}<br />
{{!}}-<br />
{{AttackVersion|name=Air M}}<br />
{{#lst:{{PAGENAME}}/Data|j.236M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Will end further horizontally from the light version.<br />
}}<br />
{{AttackVersion|name=Ground H}}<br />
{{#lst:{{PAGENAME}}/Data|236H}}<br />
{{!}}-<br />
{{AttackVersion|name=Air H}}<br />
{{#lst:{{PAGENAME}}/Data|j.236H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Will initiate a small bounce that can extend combos.<br />
* Hits twice during the fall, but only once when he bounces up.<br />
* Retains smash when used.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Mystic Arm Swing</font>======<br />
{{MoveData<br />
|name=Mystic Arm Swing<br />
|input=214L/M/H<br />
|image=DBFZ_KidBuu_MysticArmSwing.png |caption= Get yoinked right out of the sky!<br />
<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=L}}<br />
{{#lst:{{PAGENAME}}/Data|214L}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Immune to air attacks.<br />
* Useful as an anti-air because you know 2H ain't doing squat.<br />
* Results in a sliding knockdown.<br />
* Combos from 5LLL and Stomps.<br />
}}<br />
{{AttackVersion|name=M}}<br />
{{#lst:{{PAGENAME}}/Data|214M}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Immune to air attacks.<br />
* Results in a ground bounce that can be comboed after.<br />
* Too slow to combo into.<br />
}}<br />
{{AttackVersion|name=H}}<br />
{{#lst:{{PAGENAME}}/Data|214H}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Immune to air attacks.<br />
* Results in a ground bounce that can be comboed after.<br />
* Often leads to more damage than Vanish in triple stomp confirms.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Candy Beam</font>======<br />
{{MoveData<br />
|name=Candy Beam<br />
|input=236S<br />
|image=DBFZ_KidBuu_ChocolateBeam.png |caption=Neutral BAD<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super.<br />
* Heals 400 blue health on Smash hit.<br />
* Kid Buu is stuck until the beam hits something or the other side of the screen, not great for zoning.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Kamehameha</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=j.236S<br />
|image=DBFZ_KidBuu_Kamehameha.png |caption=Neutral GOOD<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground.<br />
A standard Kamehameha. Because it's air only, it's a little easier for opponents to duck under it.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Arm Ball</font>======<br />
{{MoveData<br />
|name=Arm Ball<br />
|input=214S<br />
|image=DBFZ_KidBuu_Arm Ball.png |caption="I knock you down you tech around, you block my low, I add the blow of this blitz. Putitn' on the mix!"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|214S}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* On hit or block, holds the opponent in place for a ridiculous amount of time.<br />
* 5H > 214S when covered by an assist is your go-to blockstring extender.<br />
}}<br />
}}<br />
<br />
==Z Assists==<br />
======<font style="visibility:hidden;font-size:0">Assist A</font>======<br />
{{MoveData<br />
|name=Arm Ball<br />
|input=Assist A<br />
|image=DBFZ_KidBuu_ArmBall.png |caption=Aah yes. The enabler.<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist A}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Good for pressure and lockdown.<br />
It has a good amount of startup but if you cover the startup with your point character doing a blockstring or another assist, Kid Buu's Arm Ball assist is very good for pressure because it'll lockdown the opponent for an extended period of time. This both frees up your point character to go for high/low mixups and makes converting opening an opponent up with a mixup into a full combo easier. <br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist B</font>======<br />
{{MoveData<br />
|name=Mystic Ball Attack<br />
|input=Assist B<br />
|image=DBFZ_KidBuu_MysticBallAttack.png |caption=Gogeta's spin2win but down<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist B}}<br />
{{!}}-<br />
{{Description|8|text=<br />
30-32 frames of blockstun ranging on how far the assist is if both hits connect on block. 20 frames if only the second hit connects.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Assist C</font>======<br />
{{MoveData<br />
|name=Kamehameha<br />
|input=Assist C<br />
|image=DBFZ_KidBuu_Kamehameha.png |caption=They gave him a beam<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|Assist C}}<br />
{{!}}-<br />
{{Description|8|text=<br />
<br />
}}<br />
}}<br />
<br />
==Super Moves==<br />
======<font style="visibility:hidden;font-size:0">Human Extinction Attack</font>======<br />
{{MoveData<br />
|name=Human Extinction Attack<br />
|input=236L+M or 236H+S<br />
|image=DBFZ_KidBuu_HumanExtinctionAttack.png |caption="IM NOT SUPER BUU BUT SCREW IT I'LL DO IT ANYWAYS"<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 90, 35*17, 100*11 (785)<br />
* Fires a volley of beams into the air that fall down after a delay.<br />
* At close range will pull the opponent up into the air and drop them down right next to Buu.<br />
** 5 beams fall in front and 5 in the back, these will never hit the opponent if they were caught during the liftoff.<br />
** 1 extra beam (the second to fall) tracks the opponent.<br />
* Immediate DHC (before the attack itself starts) or delay DHC (once the opponent is knocked back to the ground) is necissary for horizontal supers<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Pearl Flash</font>======<br />
{{MoveData<br />
|name=Pearl Flash<br />
|input=j.236L+M or j.236H+S<br />
|image=DBFZ_KidBuu_PearlFlash.png |caption=Nyoooooooooom<br />
|data=<br />
{{AttackDataHeader-DBFZ}}<br />
{{!}}-<br />
{{#lst:{{PAGENAME}}/Data|j.236HS}}<br />
{{!}}-<br />
{{Description|8|text=<br />
* Minimum damage: 805<br />
* Buu travels down to the ground before curving up, starting and ending in the air.<br />
* If the opponent is hit in the first part of the arc, the hitstun is increased. Additionally, if the opponent is hit in midair, Buu will carry them to the ground.<br />
}}<br />
}}<br />
<br />
======<font style="visibility:hidden;font-size:0">Planet Burst</font>======<br />
{{MoveData<br />
|name=Planet Burst<br />
|input=214L+M or 214H+S (Air OK)<br />
|image=DBFZ_KidBuu_PlanetBurst.png |caption=''"AAAAAAAAAAAAAAAAAAA"''<br />
|image2=DBFZ_KidBuu_PlanetBurst-2.png |caption2='''''One Bubble Gum flavored Spirit bomb, just for you!'''''<br />
|data=<br />
{{AttackDataHeader-DBFZ|version=yes}}<br />
{{!}}-<br />
{{AttackVersion|name=Ground}}<br />
{{#lst:{{PAGENAME}}/Data|214HS}}<br />
{{!}}-<br />
{{AttackVersion|name=Air}}<br />
{{#lst:{{PAGENAME}}/Data|j.214HS}}<br />
{{!}}-<br />
{{Description|9|text=<br />
* Minimum damage: 180, 1520 (1700)<br />
* Freezes sparking recovery, good burst damage<br />
* Mediocre okizeme, 214S setup is easily reflected/teched out of.<br />
}}<br />
}}<br />
<br />
==Navigation==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}<br />
{{Navbar-DBFZ}}<br />
[[Category:Dragon Ball FighterZ]]<br />
[[Category:Kid Buu]]</div>24.46.145.190