DBFZ/Fused Zamasu

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< DBFZ
Revision as of 13:23, 10 October 2019 by 67.186.80.30 (talk)
Zamasu (Fused)
DBFZ Zamasu Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run, Flight
Play-style
Vortex, Hit-and-Run
Team Role
Point, Middle

Overview

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

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.


Normals

5L
5L
DBFZ Zamasu 5L.png
DBFZ Zamasu 5LL.png
DBFZ Zamasu 5LLL.png
NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN
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5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B - - - 5% 1 11 16 16
DBFZ Zamasu 5L.png
  • Short ranged and a frame slower than most jabs this size.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 4 17 -5 B - - - 7% 2 15 18 18
DBFZ Zamasu 5LL.png
  • Advances forward slightly, but mostly just blockstring and combo filler.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 Throw 11 1 23 - T - U3+ - 12% - - Launch 34
DBFZ Zamasu 5LLL.png
  • 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.
5M
5M
DBFZ Zamasu 5M.png
He wasn't the first, neither was Goku Black
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5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 8 4 19 -7 B - - - 7% 2 15 18 18
DBFZ Zamasu 5M.png


  • Long range, but very punishable on whiff.
  • As Zamasu lacks a slide, this is his best advancing normal.
5H
5H
DBFZ Zamasu 5H.png
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5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 4 21 -9 B - U1 - 12% 4 15 Launch 23 / 39
DBFZ Zamasu 5H.png


  • 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
5S
DBFZ Zamasu 5S.png
pew
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5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 All 14 - Total 36 -4 P1 - - - 6% - 21 24 26
DBFZ Zamasu 5S.png


  • 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
2L
DBFZ Zamasu 2L.png
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2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 2 14 -4 F - - - 5% 1 11 16 16
DBFZ Zamasu 2L.png


  • 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
2M
DBFZ Zamasu 2M.png
*lightsaber noises*
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2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 11 3 18 -5 F - - - 7% 2 15 Launch 23
DBFZ Zamasu 2M.png


  • 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
2H
DBFZ Zamasu 2H.png
Stop right there, criminal scum WRETCHED NINGENS!
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2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 All 15 6 30 -20 B 4-20 Head, Projectiles U1+ - 12% 4 15 Launch 23 / 39
Invulnerable against Head attribute attacks, guard point against non-Super projectiles, deflect Ki Blast
DBFZ Zamasu 2H.png


  • Small horizontal range.
  • Large spherical hitbox above Zamasu's head, but will not hit crossups.
6M
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L ±0 B - - - 12% 3 16 19 23
DBFZ Zamasu jH.png


  • Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.
j.L
j.L
DBFZ Zamasu jL.png
Third time's the charm.
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j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 7 6 15 - H - - - 5% 1 11 16 16
DBFZ Zamasu jL.png


  • Downward angle makes it perfect for instant air dash mixups.
  • Allows for a double overhead after IAD j.M.
j.M
j.M
DBFZ Zamasu jM.png
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j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 10 4 15 - H - - - 7% 2 15 18 18
DBFZ Zamasu jM.png


  • Decently active and good range for air-to-airs.
  • Allows for a double IAD overhead in conjunction with j.L.
j.H
j.H
DBFZ Zamasu jH.png
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j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 4 19 - H - D1+ [D3+] - 12% 3 / 4 15 18 18
DBFZ Zamasu jH.png


  • [] is on Smash hit.
  • Flight cancels allow for multiple overheads.
  • Deceptive horizontal reach.
j.S
j.S
DBFZ Zamasu jS.png
Codenamed "The Boi Blaster"
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j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400×1~3 All 15 - Total 41 - P1 - - - 6%×1~3 - 21 24 26
DBFZ Zamasu jS.png


  • Can be repeated 3 times in total.
  • Basic lv. 1 projectile.
  • Completely resets your momentum, making you fall straight down afterward.
j.2H
j.2H
DBFZ Zamasu j2H.png
Shades of Frieza?
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j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 18 4 15+10L - H - D1 - 12% - 15 18 18
DBFZ Zamasu j2H.png


  • [] 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.

Specials

Eternal Justice
Eternal Justice
236L/M/H (Air OK)
DBFZ Zamasu EternalJustice.png
Damn I look smooth
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L


236L
L Eternal Justice
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 15 4 15 -3 B - - - - 3 15 Launch 18
DBFZ Zamasu EternalJustice.png
j.L


j.236L
Air L Eternal Justice
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 15 4 20 - H - - - - 3 15 Launch 18
DBFZ Zamasu EternalJustice.png
  • Air version starts up 1f FASTER than grounded version.
M


236M
M Eternal Justice
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 20 4 16 -4 B - D1 - - 3 15 Launch -
DBFZ Zamasu EternalJustice.png
j.M


j.236M
Air M Eternal Justice
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1200 All 21 4 20 - H - D1 - - 3 15 Launch -
DBFZ Zamasu EternalJustice.png
  • 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


236H
H Eternal Justice
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 All 16 4 15 -3 B - D1 - -50% 3 15 Launch -
DBFZ Zamasu EternalJustice.png
j.H


j.236H
Air H Eternal Justice
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1300 All 16 4 20 - H - D1 - -50% 3 15 Launch -
DBFZ Zamasu EternalJustice.png
  • 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
Wall of Light
214L/M/H (Air OK)
DBFZ Zamasu WallOfLight.png
Look at my sparkling balls.
DBFZ Zamasu WallOfLight2.png
Hands-free pressure
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L


214L
L Wall of Light
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700×2 All 123 P×2 Total 32 +15 P2 - - - - - 5+10×2 Launch 20+30×2
Orbs spawn on frame 16, go active 107F later
DBFZ Zamasu WallOfLight.pngDBFZ Zamasu WallOfLight2.png
j.L


j.214L
Air L Wall of Light
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700×2 All 126 P×2 Total 35 +15 P2 - - - - - 5+10×2 Launch 20+30×2
Orbs spawn on frame 16, go active 110F later
DBFZ Zamasu WallOfLight.pngDBFZ Zamasu WallOfLight2.png
  • 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


214M
M Wall of Light
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700×2 All 211 P×2 Total 30 +15 P2 - - - - - 5+10×2 Launch 20+30×2
Orbs spawn on frame 15, go active 196F later
DBFZ Zamasu WallOfLight.pngDBFZ Zamasu WallOfLight2.png
j.M


j.214M
Air M Wall of Light
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700×2 All 214 P×2 Total 33 +15 P2 - - - - - 5+10×2 Launch 20+30×2
Orbs spawn on frame 14, go active 200F later
DBFZ Zamasu WallOfLight.pngDBFZ Zamasu WallOfLight2.png
  • Orbs hit on frame 219.
  • Even slower than L version, useful for tricky mixups after an assist has been called.
H


214H
H Wall of Light
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700×2, 700×2 All 119 P×2(89)P×2 Total 22 +15 P2 - - - -50% - 5+10×2, 5+10×2 Launch 20+30×2, 20+30×2
Each P in active frames represents a projectile spawned
Orbs spawn on frame 12, go active 107F later, then 89F later
DBFZ Zamasu WallOfLight.pngDBFZ Zamasu WallOfLight2.png
j.H


j.214H
Air H Wall of Light
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700×2, 700×2 All 122 P×2(89)P×2 Total 31 +15 P2 - - - -50% - 5+10×2, 5+10×2 Launch 20+30×2, 20+30×2
Each P in active frames represents a projectile spawned
Orbs spawn on frame 12, go active 110F later, then 89F later
DBFZ Zamasu WallOfLight.pngDBFZ Zamasu WallOfLight2.png
  • 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
Divine Order
236S (Air OK)
DBFZ Zamasu DivineOrder.png
Hold button to shoot projectile
Template:AttackDataHeader-DBFZ
Uncharged


236S
Divine Order
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 16~22 3 26 -5 B 16-20~22-26 Ki Blasts U1+ - - - - Launch -
DBFZ Zamasu DivineOrder.png
j.236S
Air Divine Order
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100 All 18~22 3 26+7L - B 18-22~22-26 Ki Blasts U1+ - - - - Launch -
DBFZ Zamasu DivineOrder.png


  • 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


236[S]
Divine Order
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100, 900 All 25 3, P Total 61 -3 B, P3 25-29 Ki Blasts U1+ - - - - Launch -
P in active frames represents a projectile spawned
DBFZ Zamasu DivineOrder.png
j.236[S]
Air Divine Order
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1100, 900 All 25 3, P Total 65+7L - B, P3 25-29 Ki Blasts U1+ - - - - Launch -
P in active frames represents a projectile spawned
DBFZ Zamasu DivineOrder.png


  • 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
Heaven's Flash
214S (Air OK)
DBFZ Zamasu HeavensFlash.png
Marvel-style Flight, except you can block now.
Template:AttackDataHeader-DBFZ
Ground


214S
Heaven's Flash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - - - Total 24+7L - - - - - 0% - - - -
DBFZ Zamasu HeavensFlash.png
I can fly, what can you do?
Air


j.214S
Air Heaven's Flash
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - - - Total 16+7L - - - - - 0% - - - -
DBFZ Zamasu HeavensFlash.png
I can fly, what can you do?
  • 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.

Assist

Divine Order
A1/A2
DBFZ Zamasu DivineOrder.png
"You dare give orders to a god?"
Template:AttackDataHeader-DBFZ
  • Can't be super-dashed through.
  • Only the projectile has hitboxes.
  • Leaves the opponent in a good amount of hitstun, allowing for easier followups

Supers

Divine Wrath
Divine Wrath
236L+M (Air OK)
DBFZ Zamasu DivineWrath.png
"My power is great!" SEINARU GEKIRIN
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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
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.
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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 Template:9 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
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
VERY VERY FRIGHTENING ME!
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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.

Navigation

To edit frame data, edit values in DBFZ/Fused Zamasu/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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