DBFZ/Fused Zamasu

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Zamasu (Fused)
DBFZ Zamasu Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run, Flight
Vortex, Hit-and-Run
Team Role
Point, Middle


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.

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
  • Flight grants both unique mobility and pressure thanks to fly/unfly mixups
  • Access to orbs allows for prolonged pressure
  • 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
  • Versatile supers that can all be used in the air or on the ground.
  • Various deadly setups with orbs, Blades of Judgment, and assists
  • 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.
  • The most splendid immortal
  • Coolest hit sound effects
  • Cataclysmic damage potential capable with most assists
  • Loses his Orbs whenever he's forced to block
  • 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.


DBFZ Zamasu 5L.png
DBFZ Zamasu 5LL.png
DBFZ Zamasu 5LLL.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 3 12 -3
  • Short ranged and a frame slower than most jabs this size.
5LL 700 All - 9 5 17 -4
  • Advances forward slightly, but mostly just blockstring and combo filler.
5LLL 1000 Throw - 11 1 23 -19
  • 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.
  • 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.
  • Is a command grab as of the last patch.

DBFZ Zamasu 5M.png
He wasn't the first, neither was Goku Black
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 12 4 19 -7
  • Long range, but very punishable on whiff.
  • As Zamasu lacks a slide, this is his best advancing normal.

DBFZ Zamasu 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 15 4 21 -9
  • 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.

DBFZ Zamasu 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
500 All - 14 - - -1
  • 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.

DBFZ Zamasu 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 2 14 -4
  • 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.

DBFZ Zamasu 2M.png
*lightsaber noises*
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 11 3 18 -5
  • 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.

DBFZ Zamasu 2H.png
Stop right there, criminal scum WRETCHED NINGENS!
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 17 3 32 -20
  • Small horizontal range.
  • Large spherical hitbox above Zamasu's head, but will not hit crossups.

DBFZ Zamasu 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.

DBFZ Zamasu jL.png
Third time's the charm.
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 7 3 12 -3
  • Downward angle makes it perfect for instant air dash mixups.
  • Allows for a double overhead after IAD j.M.

DBFZ Zamasu jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 10 4 15 -3
  • Decently active and good range for air-to-airs.
  • Allows for a double IAD overhead in conjunction with j.L.

DBFZ Zamasu jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] High - 13 3 19 -7
  • [] is on Smash hit.
  • Flight cancels allow for multiple overheads.
  • Deceptive horizontal reach.

DBFZ Zamasu jS.png
Codenamed "The Boi Blaster"
Damage Guard Smash Startup Active Recovery Frame Adv.
400*1~3 All - 15 - - -
  • Can be repeated 3 times in total.
  • Basic lv. 1 projectile.
  • Completely resets your momentum, making you fall straight down afterward.

DBFZ Zamasu j2H.png
Shades of Frieza?
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] High - 19 4 16+7L -2
  • [] is on Smash hit.
  • Spikes the opponent at a slightly more vertical angle than j.H.
  • Ground bounces grounded opponent, though can't be extended with Vanish.
  • Combos off of j.S.
  • Only normal that can be done while in flight.


Eternal Justice[edit]
Eternal Justice
236L/M/H (Air OK)
DBFZ Zamasu EternalJustice.png
Damn I look smooth
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 1100 All - 15 - - -3
j.L 1100 All - 15 - - -
  • Air version starts up 1f FASTER than grounded version.
M 1200 All - 20 - - -4
j.M 1200 All - 21 - - -
  • Important combo tool, gives a sliding knockdown.
  • Combos reliably after a 236S wallbounce.
  • Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.
  • Air version starts up 1f SLOWER than grounded version.
H 1300 All - 16 - - -3
j.H 1300 All - 16 - - -
  • Used for when you can't combo into M version, gives a sliding knockdown.
  • Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.
  • Air version starts up 1f SLOWER than grounded version.

  • All versions keep dash momentum so you can 2366L/M/H to cover ground.
  • Press S on hit or block to trigger Heaven's Flash.
    • 236L > S keeps Zamasu in place.
    • 236M > S pushes him back.
    • 236H > S shoots him forward, going over the opponent.

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 Smash Startup Active Recovery Frame Adv.
L 700*2 All - 35 - - -
j.L 700*2 All - 38 - - -
  • Orbs hit on frame 126.
  • 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. 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.

M 700*2 All - 38 - - -
j.M 700*2 All - 42 - - -
  • Orbs hit on frame 219.
  • Even slower than L version, useful for tricky mixups after an assist has been called.
H 700*2, 700*2 All - 35 - - -
j.H 700*2, 700*2 All - 38 - - -
  • Orbs will shoot out twice, first wave on frame 126, the second on frame 216.
  • Can allow for unique combo extensions, especially when used in conjunction with flight combos.

  • Freezes Zamasu in place while preserving (some of) his momentum.
  • The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.
  • 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 Smash Startup Active Recovery Frame Adv.
Uncharged 900 All - 18 - - -5
900 All - 18 - - -
  • Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up.
  • Mostly combo filler, good for frametraps in blockstrings as well.
  • The blade's hitboxes can deflect Ki blasts.
Charged 900, 900 All - 26 - - -3
900, 900 All - 25 - - -
  • Shoots a projectile that clashes with beams and can not be superdashed through.
  • At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.
  • 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 (Air OK)
DBFZ Zamasu HeavensFlash.png
Marvel-style Flight, except you can block now.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground - - - 25 - - -
Air - - - 16 - - -
  • Buttons will now give you special attacks without having to manually input them.
    • L/M/H trigger the corresponding Eternal Justice. On hit or block, you can press S to flight again, resetting the flight duration.
    • 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.
    • 1/2/3H cancel the flight into a downward j.2H.
    • S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.
    • 6S gives Divine Order, this version can also be charged.
    • 4S cancels flight without attacking, leaving you vulnerable for 10 frames.
  • You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.
  • Attacking or blocking will end the flight.
  • Assists will not begin cooldown until your flight ends.
  • Grounded flight puts you at a set height in the air.
  • Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.
  • Total flight lasts for 204f.


Divine Order
DBFZ Zamasu DivineOrder.png
"You dare give orders to a god?"
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 34 - - -
  • Can't be super-dashed through.
  • Only the projectile has hitboxes.
  • Leaves the opponent in a good amount of hitstun, allowing for easier followups


Divine Wrath[edit]
Divine Wrath
236L+M (Air OK)
DBFZ Zamasu DivineWrath.png
"My power is great!"
DBFZ Zamasu DivineWrath2.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 700, 400*3, 800 All - 11 - - -19
Air 700, 400*3, 800 All - 11 - - -19
  • On the way down the ball hits for 700, explosion does 400*3, 800.
  • Minimum damage is 210, 120*3, 240 (810)
  • 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 Judgment super during a combo and input this immediately after, the lightning will catch as the ball ends, allowing for extension.

Blades of Judgment[edit]
Blades of Judgment
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.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground (100, 350) *18 All - 44 100 - -
Air (100, 350) *18 All - 44 100 - -
  • The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.
  • Worm holes disappear as soon as Zamasu tags out.
  • Each blade does 100 damage and ground bounces airborne opponent.
  • Each explosion does 350 damage and pops the opponent up.
  • Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.
  • 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.
  • Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.
  • 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.
  • In the corner, can be comboed into alone with 2H M GG9.png M 236L vanish 236M.
  • Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash.

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
Thunderbolt and lightning
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 60, 800*6 All - 17 - - -
Air 60, 800*6 All - 17 - - -31
  • Minimum damage is 12, 280*6 (1692)
  • Zamasu's only invincible reversal.
  • Is quite slow for a Level 3 super.
  • Tracks the opponent anywhere on screen as long as they are in front of Zamasu.
  • Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.


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