< DBFZ
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Zamasu (Fused) | |
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Play-style | Mix-up, Setplay, Zoning |
Team Role | Point, Middle |
Overview
"I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!" | |
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. |
Playstyle
Fused Zamasu 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.
Pros
Cons
- Flight: Zamasu's character defining Heaven's Flash grants both unique mobility and godly fly/unfly mix-ups.
- Great pressure: Access to both Blades of Judgment and Orbs to extend pressure and make blocking Zamasu scary.
- Versatile supers: Zamasu's Lightning of Absolution and Divine Wrath supers both do decent damage and are very compatible with as Z change supers.
- Solo tick throw setup: Zamasu is the only character with a solo tick throw setup using his Orbs.
- Cataclysmic damage potential: Blades of Judgement can be used multiple times in a combo without affecting scaling, allowing him to deal massive damage.
- Weak neutral tools: Struggles in the neutral with a very slow beam type move (Divine Order) and j.S being his only way to contest full screen.
- Assist hungry: Assist basically determine the way Zamasu's game-plan is performed and are his only way setting up Blades of Judgment without spending bar or spark.
- 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.
- 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 Lightning of Absolution.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Eternal Justice
Eternal Justice 236L/M/H (Air OK) |
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Wall of Light
Wall of Light 214L/M/H (Air OK) |
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Divine Order
Divine Order 236S (Air OK) |
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Heaven's Flash
Heaven's Flash 214S (Air OK) |
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Z Assists
Assist A
Divine Order Assist A |
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Assist B
Eternal Justice Assist B |
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Assist C
Divine Authority Assist C |
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Super Moves
Divine Wrath
Divine Wrath 236L+M (Air OK) |
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Blades of Judgment
Blades of Judgment 236H+S (Air OK) |
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Lightning of Absolution
Lightning of Absolution 214L+M or 214H+S (Air OK) |
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