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 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[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 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.
  • 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.


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 - - -2
  • Standing jab.
  • A fair bit longer than most other standing jabs and can hit crouching opponents.
5LL 700 All 11 - - -5
  • Side kick.
  • Followup to 5L.
  • Moves Goku Black forward a good distance and has great range. The outer part of his leg does not have a hurtbox.
5LLL 1000 All 14 - - -5
  • Rising strike using Goku Black's signature Ki technique God Slicer that causes the ground to erupt with Ki.
  • Followup to 5LL.
  • The Ki eruption has a hitbox.
  • Launches the enemy regardless of whether or not Smash has been used up in a combo.
  • Often sees use in extended combos such as continuing a combo after Vanish or certain optimal corner routes.


5M[edit]
5M
DBFZ GokuBlack 5M.png
Yo check out this cool ring I got. Makes me immune to plot holes.
Damage Guard Startup Active Recovery Frame Adv.
700 All 10 - - -
  • Gut punch.
  • Moves Goku Black forward.


5H[edit]
5H
DBFZ GokuBlack 5H.png
Subarashii.....
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 - - -
  • Downward slash with God Slicer.
  • Moves Goku Black forward.
  • Can deflect Ki blasts.


5S[edit]
5S
DBFZ GokuBlack 5S.png
Damage Guard Startup Active Recovery Frame Adv.
850 [600] All 13 - - -
  • [] is the projectile.
  • Goku Black slashes the air, releasing a wave of Ki that travels slowly at first but picks up speed rapidly.
  • If the blade in Goku Black's hand hits the opponent, the wave won't come out.
  • The wave of Ki deals a large amount of blockstun and will leave you positive even up close.
  • Has no proration if the blade hits the opponent.


2L[edit]
2L
DBFZ GokuBlack 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 8 - - -
  • Crouch jab that does not hit low.
  • Has a deceptively large hitbox.
  • Does not gatling into itself.


2M[edit]
2M
DBFZ GokuBlack 2M.png
Damage Guard Startup Active Recovery Frame Adv.
700 Low 12 - - -
  • Leg sweep that hits low.
  • Noted for being Goku Black's only low move.
  • Moves him forward slightly giving it more reach than expected.


2H[edit]
2H
DBFZ GokuBlack 2H.png
This is the 2H of a God!
Damage Guard Startup Active Recovery Frame Adv.
850 All 18 - - -
  • Upward slash with God Slicer.
  • Has anti air properties and keeps Goku Black grounded, allowing cancels into multiple options.
  • Infamous for having an extremely good hitbox.
  • Also moves Goku Black forward.
  • Can deflect Ki blasts.


6M[edit]
6M
DBFZ GokuBlack 6M.png
Why it's orange we may never know.
Damage Guard Startup Active Recovery Frame Adv.
850 High 24 - - -
  • Universal overhead.


j.L[edit]
j.L
DBFZ GokuBlack jL.png
Damage Guard Startup Active Recovery Frame Adv.
400 High 6 - - -
  • Aerial chop.
  • Great air to air normal.


j.M[edit]
j.M
DBFZ GokuBlack jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 High 9 - - -
  • Aerial side kick.
  • Alright as a jump-in attack but mostly serves as combo filler.


j.H[edit]
j.H
DBFZ GokuBlack jH.png
Goku is the new Black.
Damage Guard Startup Active Recovery Frame Adv.
850 High 13 - - -
  • Downward flip kick.
  • Great jump-in normal and starter.
  • Shares the same animation as 6M.


j.S[edit]
j.S
DBFZ GokuBlack jS.png
50 Shades of Akuma
Damage Guard Startup Active Recovery Frame Adv.
600 All 13 - - -
  • Standard Ki blast that is angled somewhat downward.
  • Mostly used in combos, but good to throw out in neutral on occasion.


j.2H[edit]
j.2H
DBFZ GokuBlack j2H.png
Legs.
Damage Guard Startup Active Recovery Frame Adv.
850 All 13 - - -
  • Upward split kick.
  • Useful for extending combos by launching enemies further up and can also be used to hit opponents above.


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 250, 800 All - - - -
  • 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.
M 250*4, 800 All - - - -
  • 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.
H 250*4, 800 All - - - -
  • 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
214L/M/H
DBFZ GokuBlack InstantTransmission.png
*teleports behind you*
DBFZ GokuBlack InstantTransmission2.png
Nothing personnel, kid.
Version Damage Guard Startup Active Recovery Frame Adv.
L - - - - - -
  • Teleport to the air directly in front of the opponent.
  • Can be used instead of Super Dash to followup a successful 2H.
M - - - - - -
  • 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 - - - - - -
  • Costs 1 bar of meter.
  • Teleport to the air directly behind the opponent.

One of Goku Black's main tools for opening up the opponent. Requires assists to be safe.


Fierce God Kick[edit]
Fierce God Kick
j.214L/M/H
DBFZ GokuBlack FierceGodKick.png
Straight From Heaven
Version Damage Guard Startup Active Recovery Frame Adv.
L 900 All - - - -
  • A Ki-empowered dive kick.
  • Does not cause a knockdown.
M 1120 All - - - -
  • A Ki-empowered dive kick that carries the opponent onto a surface before relaunching them slightly into the air.
  • Can be comboed after in the corner with an air dash.
  • Slower startup than the Light version.
H 1300 All - - - -
  • A Ki-empowered dive kick that carries the opponent onto a surface before relaunching them slightly into the air.
  • Can be comboed after in the corner.
  • Same startup speed as the Light version.

A powerful mobility tool for Goku Black to move across the screen. With regards to combos however, this Special is only really seen in Goku Black's more advanced combos. The Medium version of Fierce God Kick is essential for performing Goku Black's optimal corner combos.


Black Kamehameha[edit]
Black Kamehameha
236S
DBFZ GokuBlack BlackKamehameha.png
"Anime players have no neutral."
Damage Guard Startup Active Recovery Frame Adv.
262*5 All - - - -
  • Goku Black unleashes his version of the Kamehameha across the screen.
  • A strong and versatile tool overall.
  • Can be followed up with a Vanish.
  • Unlike his counterpart Super Saiyan Goku, Goku Black unfortunately cannot angle his beam or use it in the air.
  • However, it recovers slightly faster than Super Saiyan Goku's regular Kamahameha.


Binding Black Kamehameha[edit]
Binding Black Kamehameha
214S
DBFZ GokuBlack BindingBlackKamehameha.png
Bind 'em, then Blast 'em
Damage Guard Startup Active Recovery Frame Adv.
262*5 [262*3] Throw [All] - - - -
  • Zamasu appears behind the opponent and grabs them while Goku Black fires a Black Kamehameha.
  • You can not block Zamasu's grab, but you can jump or move out of the way.
  • Even if Zamasu misses the grab, Goku Black will still fire off the Kamehameha.
  • The stand-alone Kamehameha is considerably less active and has fewer hits than the regular version as well as having a slower startup.
  • [] is if the grab whiff. Note that this version scales like the normal Kamehameha, while the successful grab version scales harder.
  • Use sparingly as this move is fairly easy to defend against and tends not to work against competent players.


Assist[edit]

Black Kamehameha
A1/A2
DBFZ GokuBlack BlackKamehameha.png
An Assist that even the Gods would be envious of.
Damage Guard Startup Active Recovery Frame Adv.
200*5 All - - - -
  • Goku Black fires a Black Kamahameha.
  • Considered to be the standard beam assist alongside Super Saiyan Goku's Kamehameha assist.
  • Compared to Super Saiyan Goku's assist, Goku Black recovers slower so he 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
"Punishment of the gods!"
DBFZ GokuBlack GodSlicerDance2.png
"Taste my blade!"
Damage Guard Startup Active Recovery Frame Adv.
50*18, 1600~2000 All - - - -
  • Costs 1 bar of meter.
  • Goku Black unleashes a barrage of minor Ki blades that embed themselves in the opponent before detonating them all.
  • The explosion does a varying amount of damage depending on how many Ki blades hit. However, the minimum damage is consistent.
  • Ki blades uses the current combo's scaling. So the minimum damage 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.
  • Will not go into the explosion animation unless at least one projectile hits the opponent.
  • Considered a cinematic animation so nothing else can happen during it.


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."
Damage Guard Startup Active Recovery Frame Adv.
1000, 1600 All - - - -
  • Costs 1 bar of meter.
  • Minimum damage is 300, 480.
  • Goku Black and Zamasu both create a sphere of Ki and then combines them into a more powerful sphere before dropping it on the enemy.
  • Carries an airborne opponent all the way to the ground, making this useful for Ultimate Z Changes.
  • Loop-able with the right assists or against certain enemies.


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
You'd think like the Monkey King version of Wukong/Goku, our version would've been able to make magical doppelgangers out of himself the same way.
Damage Guard Startup Active Recovery Frame Adv.
4015 All - - - -
  • Costs 3 bars of meter.
  • Minimum damage is 1512.
  • 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 Goku Black then spawn from the rift and rapidly attack the opponent before Goku Black finishes off with another rift tearing strike.
  • Acts as Goku Black's only invincible reversal.
  • Causes a true hard knockdown.
  • Final strike sends the enemy flying away so it can be difficult to have good okizeme unless used close to the corner.



Dragon Ball FighterZe
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