DBFZ/Fused Zamasu

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Zamasu (Fused)
DBFZ Zamasu Portrait.png

Health: 10,000

Jump Startup:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run, Flight
Play-style
Vortex, Hit-and-Run

Overview[edit]

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.

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.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Flight grants both unique mobility and pressure thanks to fly/unfly mixups
  • Access to orbs allows for prolonged pressure
  • Blades of Judgement is a superior version of Hellzone Grenade as it can be done anywhere on screen
  • Versatile supers that can all be used in the air or on the ground.
  • Various deadly setups with orbs, Blades of Judgement, and assists
  • Loses his Orbs whenever he's forced to block
  • Does below average damage overall
  • Struggles against beams as his only beam-esque projectile is very slow
  • Has to manage his Smash very carefully to ensure good knockdown
  • Relies on assists to back him up as most of his specials are unsafe or slow
  • You'll start to have a god complex.


Normals[edit]

5L[edit]
5L
DBFZ Zamasu 5L.png
DBFZ Zamasu 5LL.png
DBFZ Zamasu 5LLL.png
NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 7 - - -
  • Short ranged and a frame slower than most jabs this size
5LL 700 All 9 - - -
  • Advances forward slightly, but mostly just blockstring and combo filler
5LLL 1000 All 13 - - -
  • Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.
  • Quite difficult to recapture with this autocombo, especially versus smaller characters.
  • The coolest grab animation


5M[edit]
5M
DBFZ Zamasu 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 12 - - -
  • Long range, but very punishable on whiff.
  • As Zamasu lacks a slide, this is his best advancing normal


5H[edit]
5H
DBFZ Zamasu 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 - - -
  • Zamasu does a swinging midair kick that smashes, useful in pressure and combos.
  • Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.


5S[edit]
5S
DBFZ Zamasu 5S.png
Damage Guard Startup Active Recovery Frame Adv.
500 All 14 - - -
  • Combos into 236S reliably
  • Whiffs on all crouchers, and versus small characters
  • Can go over low high-priority beam attacks such as Goku's Kamehameha


2L[edit]
2L
DBFZ Zamasu 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 L 8 - - -
  • Slower than most low 2L's by 1f
  • Can be chained twice
  • Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.


2M[edit]
2M
DBFZ Zamasu 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 12 - - -
  • Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly
  • Has a smaller hitbox than it seems.


2H[edit]
2H
DBFZ Zamasu 2H.png
Stop right there, criminal scum!
Damage Guard Startup Active Recovery Frame Adv.
850 All 15 - - -
  • Small horizontal range
  • Large spherical hitbox above Zamasu's head, but will not hit crossups.


6M[edit]
6M
DBFZ Zamasu 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 - - 0
  • Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.


j.L[edit]
j.L
DBFZ Zamasu jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H 7 - - -
  • Downward angle makes it perfect for instant air dash mixups
  • Allows for a double overhead after IAD j.M


j.M[edit]
j.M
DBFZ Zamasu jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H 10 - - -
  • Decently active and good range for air-to-airs.
  • Allows for a double IAD overhead in conjunction with j.L


j.H[edit]
j.H
DBFZ Zamasu jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 13 - - -
  • Flight cancels allow for multiple overheads
  • Deceptive horizontal reach


j.S[edit]
j.S
DBFZ Zamasu jS.png
Codenamed "The Boi Blaster"
Damage Guard Startup Active Recovery Frame Adv.
400 All 15 - - -
  • Can be repeated 3 times in total
  • Basic lv. 1 projectile
  • Hold 1/3 while in flight to move back and forth whilst shooting


j.2H[edit]
j.2H
DBFZ Zamasu j2H.png
Shades of Frieza?
Damage Guard Startup Active Recovery Frame Adv.
850 H 18 - - -
  • Spikes the opponent at a slightly more vertical angle than j.H
  • Combos off of j.S
  • Only normal that can be done while in flight


Specials[edit]

Eternal Justice[edit]
Eternal Justice
236L/M/H (Air OK)
DBFZ Zamasu EternalJustice.png
Damn I look smooth
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All 16 - - -4
  • Press S on hit or block to trigger flight.
  • All versions keep dash momentum so you can 2366 L/M/H to cover ground
  • j.236 L starts up 1f faster than grounded version.
M 1000 All 20 - - -4
  • Press S on hit or block to trigger flight
  • Important combo tool, gives a sliding knockdown.
  • All versions keep dash momentum so you can 2366 L/M/H to cover ground
  • Combos reliably after a 236 S wallbounce.
  • Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgement
H 1200 All 16 - - -4
  • Press S on hit or block to trigger flight
  • Used for when you can't combo into M version, gives a sliding knockdown.
  • All versions keep dash momentum so you can 2366 L/M/H to cover ground
  • Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgement
  • j.236 M/H start up 1f slower than grounded versions.


Wall of Light[edit]
Wall of Light
214L/M/H (Air OK)
DBFZ Zamasu WallOfLight.png
Look at my sparkling balls.
DBFZ Zamasu WallOfLight2.png
Hands-free pressure
Version Damage Guard Startup Active Recovery Frame Adv.
L - All 35 - - -
  • Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.

5L 5H 236M right after the ending of this move will ensure lightning hits, extending the combo.

  • Orb hits on frame 126
  • If Zamasu blocks or is hit, the orbs disappear.
  • Slow startup, important to have assists or distance before activation.
M - All 38 - - -
  • Hits on frame 219
  • Even slower than L version, useful for tricky mixups after an assist has been called
  • If Zamasu blocks or is hit, the orbs disappear.
  • Slow startup, important to have assists or distance before activation.
H - All 35 - - -
  • Orbs will shoot out twice, first hit on frame 126, the second on frame 216
  • Can allow for unique combo extensions, especially when used in conjunction with flight combos
  • If Zamasu blocks or is hit, the orbs disappear.
  • Slow startup, important to have assists or distance before activation.


Divine Order[edit]
Divine Order
236S (Air OK)
DBFZ Zamasu DivineOrder.png
Hold button to shoot projectile
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged - All 19 - - -7
  • Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up.
  • Mostly combo filler, good for frametraps in blockstrings as well.
Charged - All 26 - - -5
  • Shoots a projectile that clashes with beams and can not be superdashed through.
  • Does not allow for a standard combo afterwards, and is mostly for controlling space
  • The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.


Heaven's Flash[edit]
Heaven's Flash
214S
DBFZ Zamasu HeavensFlash.png
Marvel-style Flight, except you can block now.
Damage Guard Startup Active Recovery Frame Adv.
- - 26 - - -
  • Pressing L, M, or H triggers the appropriate eternal justice.
  • Pressing 4L, 4M, or 4H gives wall of light.
  • You can move around while doing specials off of flight.
  • 4S cancels flight, leading to some fly-unfly setups.
  • Total flight lasts for 204 frames
  • Grounded flight puts you at a set height in the air, Aerial Flight does not move you.
  • Aerial Flight starts up 9f faster.
  • Cancelling flight without attacking leaves you vulnerable for 10f


Assist[edit]

Divine Order
A1/A2
DBFZ Zamasu DivineOrder.png
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • Can't be super-dashed through


Supers[edit]

Divine Wrath[edit]
Divine Wrath
236L+M (Air OK)
DBFZ Zamasu DivineWrath.png
"My power is great!"
DBFZ Zamasu DivineWrath2.png
Retribution sure does look good from up here.
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • 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.
  • If you setup his Blades of Judgement super during a combo and input this immediately after, the lightning will catch as the ball ends, allowing for extension.


Blades of Judgement[edit]
Blades of Judgement
236H+S (Air OK)
DBFZ Zamasu BladesOfJudgement.png
You BETTER not make a Fate reference, bud.
DBFZ Zamasu BladesOfJudgement2.png
You wish Piccolo's Hellzone Grenade was this good.
Damage Guard Startup Active Recovery Frame Adv.
- All - - - -
  • The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.
  • Always shoots down at the same angle, activating Blades of Judgement at various heights on screen can yield different results and unique situations.


Lightning of Absolution[edit]
Lightning of Absolution
214L+M or 214H+S (Air OK)
DBFZ Zamasu LightningOfAbsolution.png
"I shall bring the dawn of a new era to this world!"
DBFZ Zamasu LightningOfAbsolution2.png
"Yes...this is true JUSTICE!"
Damage Guard Startup Active Recovery Frame Adv.
3900 All - - - -
  • Zamasu's only invincible reversal
  • Has low damage for a level 3, worsened by poor damage scaling
  • Tracks the opponent anywhere on screen
  • Only provides mixups and pressure afterwards if done very close to the ground



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