DBFZ/Goku Black

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Goku Black
DBFZ GokuBlack Portrait.png

Health: 10,000

Jump Startup: 4F

Backdash Time / Invul:

Assist Cooldown:

Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced
  

Overview[edit]

A Supreme Kai-in-training from Universe 10 named Zamasu 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 with his own godly abilities to carry out the genocide of all mortals as the dark savior, "Goku Black".

In Dragon Ball FighterZ, Goku Black possesses a similar fighting style to the original 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[edit]

Strengths Weaknesses
  • Versatile; he has the tools to excel in both offensive and defense.
  • Excellent neutral game; having access to teleports and command grabs that can catch opponents off guard.
  • Long reaching normals, access to standard ki blasts, and a standard beam makes him exceptional at controlling space.
  • Has a plethora of supers that are easy to set up into.
  • His assist is one of the best in the game. He can be used to extend combos or to pressure opponents.
  • His long recovery times on normals make him susceptible to momentum shifts.
  • No meterless reversal.
  • Needs proper assists to make his offensive safe.


Normals[edit]

5L[edit]
5L
DBFZ GokuBlack 5L.png
DBFZ GokuBlack 5LL.png
DBFZ GokuBlack 5LLL.png
Version Damage Guard Startup Active Recovery Frame Adv.
5L 400 All 6 - - -

Standing jab. Fairly longer than most stand jabs and can hit crouching.

5LL 700 All 11 - - -

Followup to 5L, moves him forward a good distance. The outer part of his leg does not have a hurtbox.

5LLL 1000 All 14 - - -

Slashes the ground. The effect actually has a hitbox.


5M[edit]
5M
DBFZ GokuBlack 5M.png
Damage Guard Startup Active Recovery Frame Adv.
700 All 10 - - -

Gut jab that moves Goku Black forward.


5H[edit]
5H
DBFZ GokuBlack 5H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 - - -

Slashes the opponent with his God Slicer. Moves him forward and the after effects add to the hitbox.


5S[edit]
5S
DBFZ GokuBlack 5S.png
Damage Guard Startup Active Recovery Frame Adv.
600 All 13 - - -

Slashes the air to fire a crescent-shaped ki blast. Covers alot of ground for how big it is. Starts slow and picks up speed rapidly. The blade in Goku Black's hand also has a hitbox. If the blade portion hits the opponent then the wave won't come out. The wave portion deals a lot of block stun and will leave you positive even up close.


2L[edit]
2L
DBFZ GokuBlack 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 8 - - -

Crouch jab that hits really high. Has a deceptively large hitbox.


2M[edit]
2M
DBFZ GokuBlack 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 L 12 - - -

Sweeps at their feet. His only low move. Moves him forward slightly giving it more reach than expected.


2H[edit]
2H
DBFZ GokuBlack 2H.png
Literally the only neutral button you'll ever need, fam.
Damage Guard Startup Active Recovery Frame Adv.
850 All 18 - - -

Slashes upwards. Great anti air and keeps him grounded, allowing hit cancel into many options. Very good hitbox, too.


6M[edit]
6M
DBFZ GokuBlack 6M.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 24 - - -

Flip kick overhead.


j.L[edit]
j.L
DBFZ GokuBlack jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 H 6 - - -

Jabs the air. Great air to air normal.


j.M[edit]
j.M
DBFZ GokuBlack jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H 9 - - -

Kicks the air. Pretty good as a jump-in.


j.H[edit]
j.H
DBFZ GokuBlack jH.png
Damage Guard Startup Active Recovery Frame Adv.
850 H 13 - - -

Like his 6M, does a downward flip kick. Great jump-in normal and starter.


j.S[edit]
j.S
DBFZ GokuBlack jS.png
Damage Guard Startup Active Recovery Frame Adv.
600 All 13 - - -

Fires a downward ki blast. Mostly used in combos, but good to throw out in neutral on occasion.


j.2H[edit]
j.2H
DBFZ GokuBlack j2H.png
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 - - -

Air launcher, useful for extending combos or hitting opponents above you.


Specials[edit]

God Slicer[edit]
God Slicer
236L/M/H (Air OK)
DBFZ GokuBlack GodSlicer.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 970 All - - - -

Fires a ki blast and follows up with a stab. Puts him airborne immediately.

M 1330 All - - - -

Fires 4 ki blasts followed by the stab. Does knockdown the opponent.

H 1330 All - - - -

Same as the M version but significantly faster for the 1 meter.


Instant Transmission[edit]
Instant Transmission
214L/M/H
DBFZ GokuBlack InstantTransmission.png
*teleports behind you*
Version Damage Guard Startup Active Recovery Frame Adv.
L - - - - - -

Teleports in the air directly in front of the opponent.

M - - - - - -

Teleports in the air slightly away in front of the opponent.

H - - - - - -

Teleports in the air directly behind the opponent.


Fierce God Kick[edit]
Fierce God Kick
j.214L/M/H
DBFZ GokuBlack FierceGodKick.png
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All - - - -
  • Leaves opponent in place.
M 1120 All - - - -
  • Launches the opponent and wallsplats. Can be comboed after in the corner with an airdash.
H 1300 All - - - -
  • Launches the opponent and wallsplats. Can be comboed after in the corner.


Black Kamehameha[edit]
Black Kamehameha
236S
DBFZ GokuBlack BlackKamehameha.png
Damage Guard Startup Active Recovery Frame Adv.
1098 All - - - -

Fires a kamehameha straight. Pretty good tool overall. Can combo from it with a Vanish.


Binding Black Kamehameha[edit]
Binding Black Kamehameha
214S
DBFZ GokuBlack BindingBlackKamehameha.png
"You cannot escape!"
Damage Guard Startup Active Recovery Frame Adv.
994 Throw - - - -

Zamasu appears behind and grabs you while Goku Black fires the Black Kamehameha. You can not block Zamasu's grab, but you can jump or move out of the way. Even if Zamasu misses, Goku Black will still fire off the kamehameha. Considerably less active and has less hits than the regular version. Can combo from it with a Vanish.


Assist[edit]

Black Kamehameha
A1/A2
DBFZ GokuBlack BlackKamehameha.png
Damage Guard Startup Active Recovery Frame Adv.
760 All - - - -

Standard beam assist, but it's pink. A bit slower than average.


Supers[edit]

God Slicer Dance[edit]
God Slicer Dance
236L+M (Air OK)
DBFZ GokuBlack GodSlicerDance.png
「受けるがいい、我が刃!」
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2090 All - - - -
Air 2090 All - - - -

Uses his god slicer to fire many spikes through the air to hit the opponent. The projectile priority of this move is pretty low so it can be eaten up by other projectiles fairly easily. It goes into the explosion animation even if only one projectile hits the opponent.


Holy Light Grenade[edit]
Holy Light Grenade
236H+S (Air OK)
DBFZ GokuBlack HolyLightGrenade.png
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2280 All - - - -
Air 2280 All - - - -

Both Goku Black and Zamasu drop a large ball of ki. Carries an airborne opponent all the way to the ground. Useful for DHCs.


The Work of a God[edit]
The Work of a God
214L+M or 214H+S (Air OK)
DBFZ GokuBlack TheWorkOfAGod.png
「神の怒りを味わえ!」
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 4015 All - - - -
Air 4015 All - - - -

Uses the Sickle of Sorrow to fire an wave that hits the opponent. Invul on frame 1 and acts as Goku Black's only invincible reversal.



Dragon Ball FighterZe
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