DBFZ/Goku Black

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Goku Black
DBFZ GokuBlack Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:

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

Overview[edit]

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 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[edit]

Strengths Weaknesses
  • Simple core gameplan and very low execution BnBs, which are generally universal.
  • 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.
  • All supers are very versatile and easy to combo into.
  • With meter, he has access to the best corner carry in the game. Can send opponents to the corner from nearly anywhere.
  • One of the best assists in the game. He can be used to extend combos or to pressure opponents.
  • Some of his midscreen starters require him to use meter to get a sliding knockdown.
  • NEEDS assists in order to make his pressure safe. By himself, he struggles opening up opponents with competent defense.
  • Long recovery times on normals makes him susceptible to momentum shifts.
  • Little to no defensive options. His only reversal is very expensive, generally making it risky to use.
  • Only low is 2M, making mixups much worse.


Normals[edit]

5L[edit]
5L
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 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 has a hitbox.


5M[edit]
5M
DBFZ GokuBlack 5M.png
bro check out this cool ring I got. Makes me immune to time paradoxes.
Damage Guard Startup Active Recovery Frame Adv.
700 All 10 - - -
  • Gut jab that moves Goku Black forward.


5H[edit]
5H
DBFZ GokuBlack 5H.png
Absolutely Subarashii....
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 - - -
  • Can deflect Ki blasts.

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 - - -
  • Has no proration if Goku Black's hand hits the opponent.

Slashes the air to fire a crescent-shaped ki blast. Covers a lot 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, but if the blade portion hits the opponent, then the wave won't come out. The wave portion deals a lot of blockstun 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 - - -
  • Does not gatling into itself.

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 - - -
  • Can deflect Ki blasts.

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 - - -
  • Universal 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
Hitboxes of a God
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
To the corner with you!
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. Causes sliding knockdown.

The M version is an amazing special that knocks down the opponent, allowing for good mixup after reaching the ground. Surprisingly "safe" to throw around at neutral when covered with assists, since the reward is amazing on hit, with the opponent being placed in the corner almost always from midscreen.

However, it is limited to the corner since Goku Black can not combo into it midscreen without using Vanish.

H 1330 All - - - -
  • Same as the M version but significantly faster for the 1 meter.

The H version carries the amazing utility of the M version with the speed of the L version. Basically, for one bar, any combo Goku Black does will end with the opponent in the corner thanks to this move. If Black has his back against the corner, a simple combo into Vanish > M God Slicer will switch positions with the opponent. Midscreen, the H version will always put the opponent in the corner since it can be comboed from j.S. Add to these benefits the fact that it covers even more distance than the M version and you're left with perhaps one of the best 1 bar special moves. Never doubt using it if you want to put your opponent in the corner.


Instant Transmission[edit]
Instant Transmission
214L/M/H
DBFZ GokuBlack InstantTransmission.png
*teleports behind you*
DBFZ GokuBlack InstantTransmission2.png
Nothing personal, kid.
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.
  • Can be used after knockdowns for safejump pressure.
H - - - - - -
  • Teleports in the air directly behind the opponent.

One of Goku Black's greatest tools after a knockdown.


Fierce God Kick[edit]
Fierce God Kick
j.214L/M/H
DBFZ GokuBlack FierceGodKick.png
"I have a divekick so I MUST be God-tier!"
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 air dash.
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
Anime players have no neutral
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
"AAH STRANGER DANGER!!" "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.

Compared to Goku's Kamehameha assist, Goku Black stays on the screen for longer after firing, making him more vulnerable.


Supers[edit]

God Slicer Dance[edit]
God Slicer Dance
236L+M (Air OK)
DBFZ GokuBlack GodSlicerDance.png
"Ukeru gaii! Waga yaiba!" (Take this on! My very blade!)
DBFZ GokuBlack GodSlicerDance2.png
The power of god and anime.
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
"Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him."
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
"Kami no ikari wo ajiwae!" (Taste the wrath of god!)
DBFZ GokuBlack TheWorkOfAGod2.png
The fact that Black says he doesn't even know what he's doing anymore says a lot about players who use this move raw.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 4015 All - - - -
Air 4015 All - - - -
  • Uses the Sickle of Sorrow to fire a fullscreen wave that hits the opponent.
  • Invul on frame 1 and acts as Goku Black's only invincible reversal.



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