DBFZ/Goku Black

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Goku Black
DBFZ GokuBlack Portrait.png

Health: 10,000

Prejump: 4F

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Team Role
Point, Anchor


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.

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.


Strengths Weaknesses
  • Simple core gameplan and very low execution BnBs, which are generally universal.
  • God Slicer blades grant him huge disjointed attacks that deflect ki blasts.
  • Boasts some of the best neutral game options among the entire cast. God Slicer and Fierce God Kick are excellent, noncommittal approach options while also having access to a standard beam and long range normals.
  • With meter, he has access to the best corner carry in the game. Can send opponents to the corner from nearly anywhere.
  • Versatile supers. Holy Light Grenade has decent utility and is loopable while God Slicer Dance can be used to finish enemies thanks to the buffed damage.
  • One of the best assists in the game, which can be used to extend combos or to pressure opponents.
  • Fairly simple to deal with if the enemy is familiar with the matchup.
  • Only low is 2M, which hurts his mixup game.
  • Somewhat slow startup and recovery on some of his moves. This also hurts his mixup game a lot, as some of his strongest tools for mixups (214L/M/H and 214S) have telegraphed startups that can make them easy to react to. They are still good tools, but this hurts Black a lot.
  • NEEDS assists in order to make his pressure safe. By himself, he struggles to open up opponents with competent defense.
  • Little to no defensive options. His only reversal is very expensive, generally making it risky to use.

Normal Moves[edit]

DBFZ GokuBlack 5L.png
Because, Vegeta,
DBFZ GokuBlack 5LL.png
a rose by any other name
DBFZ GokuBlack 5LLL.png
is still Goku.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 4 10 -2
  • Cancels into 5LL or itself, even on whiff.

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.

5LL 700 All - 11 3 15 -5
  • Cancels into 5LL, even on whiff.
  • Autocorrects on side-switch.
  • Has the damage and scaling of a Medium.

A side kick. Moves Goku Black forward a good distance and has great range. The outer part of his leg does not have a hurtbox but does have a hitbox, giving a fantastic amount of disjoint. Will almost always connect after 5L, even if it hit the opponent at an awkward angle. Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral. 5LL is also one of Goku Black's best combo starters as it has fantastic cancel options and scaling.

5LLL 1000 All U3+ 14 6 15 -5
  • Consumes Goku Black's Smash on hit.
  • Always results in a Smash, regardless of whether or not Smash has been used up in a combo.
  • Pressing Light on hit will result in a Super Dash.
  • Completing the air autocombo immediately after this move will result in a Dynamic hit.
  • Autocorrects on side-switch.

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.

DBFZ GokuBlack 5M.png
Yo, check out this cool ring I got. Makes me immune to plot holes.
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 10 3 18 -5
  • Jump cancelable on hit.

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.

DBFZ GokuBlack 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1 14 3 23 -10
  • Consumes Goku Black's Smash on hit.
  • Wall bounces if Smash is available.
  • Pressing Heavy on hit will result in a Super Dash.
  • Can deflect Ki blasts.

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.

DBFZ GokuBlack 5S.png
"Is it not beautiful?"
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [600] All - 13 1 27 -12/+13/-3
  • [] is the projectile.
  • The projectile hitbox lacks any proration.
  • The blade deflects ki blasts, the projectile clashes with ki blasts.
  • The ki blast won't come out if the blade hits something.
  • Performing the move as 6S makes the projectile travel instantaneously.
  • Super important in the corner, as it lets you confirm superdash off of it if you've used smash on anything

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.

DBFZ GokuBlack 2L.png
Adult Gohan's 5L, but far worse.
Damage Guard Smash Startup Active Recovery Frame Adv.
400 All - 8 3 15 -5
  • Cancels into 5L, even on whiff.

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. Use 5L instead whenever possible.

DBFZ GokuBlack 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 12 3 17 -4
  • Goku Black's only low.

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.

DBFZ GokuBlack 2H.png
This is the 2H of a God!
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 18 3 28 -15
  • Consumes Goku Black's Smash on hit.
  • Deals extended hitstun if Smash is available.
  • Head attribute invincible during start-up and active frames.
  • Deflects Ki blasts.
  • Press H to cancel into Super Dash.

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.

DBFZ GokuBlack 6M.png
Why it's orange we may never know.
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 24 6 10 0
  • Same hitboxes as j.H.
  • Universal overhead.
  • Jumps over lows.

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.

DBFZ GokuBlack jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 All - 6 3 12 -
  • Double jump cancelable.
  • Cancels into itself.

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.

DBFZ GokuBlack jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 9 3 15 -
  • Double jump cancelable.
  • Reverse beats into j.L.

Aerial roundhouse kick that serves as a decent jump-in attack but it is primarily used as combo filler.

DBFZ GokuBlack jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] All D1+ 13 3 18 -
  • [] is on Smash hit.
  • Knockdown state depends on Smash utilization.
  • Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball.

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.

DBFZ GokuBlack jS.png
Damage Guard Smash Startup Active Recovery Frame Adv.
600 All - 13 1 20 -

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.

DBFZ GokuBlack j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 13 3 24 -
  • Double jump cancelable.
  • Consumes Smash on hit.
  • Launches higher with more hitstun if Smash is available.
  • Press H to follow-up with a Super Dash.

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.

Special Moves[edit]

God Slicer[edit]
God Slicer
236L/M/H (Air OK)
DBFZ GokuBlack GodSlicer.png
To the corner with you!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground L 250, 800 All - 13 0 (13) 4 23 -4
Air L 250, 800 All - 13 1 (13) 4 23 -
  • Goku Black fires a Ki blast ahead while rushing forward and then follows up with an Ki-empowered stab.
  • All versions of this move puts Goku Black airborne immediately.
Ground M 200*4, 800 All D1 20 1 (4) 1 (4) 1 (4) 1 (13) 6 33 -5 at best
Air M 200*4, 800 All D1 20 1 (4) 1 (4) 1 (4) 1 (13) 6 33 -
  • Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.
  • Causes a sliding knockdown.
  • Has superb corner carry if it lands on the opponent while in midscreen.
  • Can only be comboed into while in the corner due to slower start up unless used after a Vanish.

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.

Ground H 200*4, 1000 All D1 13 1 (4) 1 (4) 1 (4) 1 (13) 6 30 -5 at best
Air H 200*4, 1000 All D1 13 1 (4) 1 (4) 1 (4) 1 (13) 6 30 -
  • Costs 1 bar of meter.
  • Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.
  • Has all the advantages of the Medium version combined with the speed of the Light version.

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 1 bar of 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.

Instant Transmission[edit]
Instant Transmission
DBFZ GokuBlack InstantTransmission.png
*teleports behind you*
DBFZ GokuBlack InstantTransmission2.png
Nothing personnel, kid.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L - - - Teleport 19, Appear 26 - 3 (28 Total) -
  • Teleport to the air directly in front of the opponent.
  • Can be used instead of Super Dash to followup a successful 2H.
M - - - Teleport 19, Appear 26 - 3 (28 Total) -
  • Teleport to the air slightly away from the front of the opponent.
  • Can be used after knockdowns for safejump pressure and to bait enemy anti-airs.
H - - - Teleport 19, Appear 26 - 3 (28 Total) -
  • Costs 1 bar of meter.
  • Teleport to the air directly behind the opponent.

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.

Fierce God Kick[edit]
Fierce God Kick
DBFZ GokuBlack FierceGodKick.png
Straight From Heaven
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 700 All - 14 Until Landing (2f minimum) 19 -2~-6
  • A Ki-empowered dive kick.
  • Does not cause a knockdown.
M 400, 600 All U1 18 Until Landing (2f minimum) 19 -2~-6
  • A Ki-empowered dive kick that carries the opponent to the ground.
  • Smash version bounces opponents for combo extensions.
  • Wall bounces if Black reaches the corner before the ground.
  • Slower startup than the Light version.
H 400, 1000 All U1+ 14 Until Landing (2f minimum) 19 -2~-6
  • A Ki-empowered dive kick that carries the opponent to the ground.
  • Smash version bounces opponents for combo extensions.
  • Wall bounces if Black reaches the corner before the ground.
  • Same startup speed as the Light version.

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 or the medium / heavy versions outside the corner.

Black Kamehameha[edit]
Black Kamehameha
DBFZ GokuBlack BlackKamehameha.png
"Anime players have no neutral."
Damage Guard Smash Startup Active Recovery Frame Adv.
262*5 All - 18 25 19 -14
  • Plows through ki blasts.
  • Is Goku Black's assist.

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.

Binding Black Kamehameha[edit]
Binding Black Kamehameha
DBFZ GokuBlack BindingBlackKamehameha.png
Bind 'em, then Blast 'em
Damage Guard Smash Startup Active Recovery Frame Adv.
310*5 [262*3] Throw [All] U2 31 1 (7) 17 19 -13
  • [] is if the grab whiff.
  • Whiff version scales like the normal Kamehameha, grab version is highly scaled like most grabs.
  • The whiffed Binding Black Kamehameha has less active frames, longer start-up, and 2 less hits compared to the normal Black Kamehameha.

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.


Black Kamehameha
DBFZ GokuBlack BlackKamehameha.png
An Assist that even the Gods would be envious of.
Damage Guard Smash Startup Active Recovery Frame Adv.
200*5 All - 35 25 - +30
  • Same as Goku Black's Black Kamehameha.

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.

Super Moves[edit]

God Slicer Dance[edit]
God Slicer Dance
236L+M (Air OK)
DBFZ GokuBlack GodSlicerDance.png
"Punishment of the gods!"
DBFZ GokuBlack GodSlicerDance2.png
"Taste my blade!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 50*18, 1600~2000 All UDV 9+4 26 50 -24
Air 50*18, 1600~2000 All UDV 9+4 26 56 -30
  • Is Goku Black's Ultimate Z Change Super.
  • Minimum damage is the same regardless of how many ki blades land. Minimum is 720.
  • Cinematic follow up doesn't play unless at least one projectile hits the opponent.
  • Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks.
  • Unlike all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts.

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.

Holy Light Grenade[edit]
Holy Light Grenade
236H+S (Air OK)
DBFZ GokuBlack HolyLightGrenade.png
"Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him."
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 1000, 1600 All UDV 9+4 16, 23 29 -30
Air 1000, 1600 All UDV 9+4 Until Landing, 23 29 -33
  • Minimum damage is 300, 480.
  • Goku Black jumps into the air to prepare the attack if he does this super on the ground.

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. Depending on who Black's opponent is and where they are on the screen, this super can be looped into itself multiple times.

The Work of a God[edit]
The Work of a God
214L+M or 214H+S (Air OK)
DBFZ GokuBlack TheWorkOfAGod.png
"Taste divine fury!"
DBFZ GokuBlack TheWorkOfAGod2.png
"I hope you're ready!"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 4015 All UDV 9+3 30 41 -38
Air 4015 All UDV 9+3 30 33 -30
  • Minimum damage is 1703.
  • Invincible on start-up.
  • Results in a hard knockdown on hit.
  • Projectile clashes with other supers, beats ki blasts and other non-super projectile.

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.


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