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.
  • Holy Light Grenade is a decent Super that is easy to use in combos with and is able to be looped for additional damage.
  • 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.
  • Only low is 2M, which hurts his mixup game.
  • 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; cannot afford to sleep on his standard neutral game.
  • Little to no defensive options. His only reversal is very expensive, generally making it risky to use.
  • Has a weak Ultimate Z Change in the form of God Slicer Dance.


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.
600 All 13 - - -
  • Goku Black slashes the air to fire a crescent-shaped wave of Ki that travels slowly at first but picks up speed rapidly.
  • The wave of Ki deals a large amount of blockstun and will leave you positive even up close.
  • The blade in Goku Black's hand also has a hitbox, but if the blade hits the opponent, the wave won't come out.
  • Has no proration if the blade in Goku Black's hand 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 L 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
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 - - -
  • Aerial chop.
  • Great air to air normal.


j.M[edit]
j.M
DBFZ GokuBlack jM.png
Damage Guard Startup Active Recovery Frame Adv.
700 H 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
Should have been made pink.
Damage Guard Startup Active Recovery Frame Adv.
850 H 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 970 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 1330 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 1330 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
*Blah blah blah* Divine being *blah blah blah* tower above all *blah blah blah* Super Saiyan Rose *blah blah blah*.
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.
1098 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
"AHHHH STRANGER DANGER!!!" "You cannot escape!"
Damage Guard Startup Active Recovery Frame Adv.
994 Throw - - - -
  • Zamasu appears behind the opponent and grabs them while Goku Black fires a Black Kamehameha.
  • Considerably less active and has less hits than the regular version as well has having a slower startup.
  • 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.
  • 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.
760 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!"
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 2090 All - - - -
Air 2090 All - - - -
  • Costs 1 bar of meter.
  • Goku Black empowers his God Slicer to fire multiple blades of Ki that embed themselves in the opponent and explode together at once when he enters a still pose..
  • 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.
  • Considered a cinematic animation so nothing else can happen during it.
  • Subpar minimum damage and limited utility means this Super is only really seen during Ultimate Z Changes.


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 - - - -
  • Costs 1 bar of meter.
  • 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.
  • Higher minimum damage and greater utility makes Holy Light Grenade the favoured choice amongst Goku Black players when compared to God Slicer Dance.


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.
Version Damage Guard Startup Active Recovery Frame Adv.
Ground 4015 All - - - -
Air 4015 All - - - -
  • Costs 3 bars of meter.
  • 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.



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