Difference between revisions of "DBFZ/Goku Black"

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(2H)
(The Work of a God)
 
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}}
 
}}
 
;Movement Options
 
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash type: Run
+
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
 
;Play-style
 
;Play-style
 
:Balanced
 
:Balanced
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</div>
 
</div>
 
==Overview==
 
==Overview==
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".
+
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 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.
+
In ''Dragon Ball FighterZ'', Goku Black possesses a similar fighting style to that of 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===
 
===Strengths/Weaknesses===
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|- style="vertical-align:top;text-alighn:left"
 
|- style="vertical-align:top;text-alighn:left"
 
| style="width: 50%;"|
 
| style="width: 50%;"|
* Versatile; he has the tools to excel in both offensive and defense.  
+
* Simple core gameplan and very low execution BnBs, which are generally universal.
* Excellent neutral game; having access to teleports and command grabs that can catch opponents off guard.
+
* 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.
* Long reaching normals, access to standard ki blasts, and a standard beam makes him exceptional at controlling space.
+
* Has solid pressure and okizeme with assists; Instant Transmission is a solid option to open up opponents
* Has a plethora of supers that are easy to set up into.
+
* All supers are very versatile and easy to combo into.
* His assist is one of the best in the game. He can be used to extend combos or to pressure opponents.
+
* 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.
 
| style="width: 50%;"|
 
| style="width: 50%;"|
* His long recovery times on normals make him susceptible to momentum shifts.
+
* Some of his midscreen starters require him to use meter to get a sliding knockdown.
* No meterless reversal.
+
* NEEDS assists in order to make his pressure safe. By himself, he struggles opening up opponents with competent defense.
* Needs proper assists to make his offensive safe.
+
* 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.
 
|-
 
|-
 
|}
 
|}
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==Normals==
 
==Normals==
 
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
{{MoveData
 
{{MoveData
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  |startup= 6|active= |recovery= |frameAdv=
 
  |startup= 6|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Standing jab. Fairly longer than most stand jabs and can hit crouching.
+
* Standing jab. Fairly longer than most stand jabs and can hit crouching.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
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  |startup= 11|active= |recovery= |frameAdv=
 
  |startup= 11|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Followup to 5L, moves him forward a good distance. The outer part of his leg does not have a hurtbox.
+
* Followup to 5L, moves him forward a good distance. The outer part of his leg does not have a hurtbox.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
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  |startup= 14|active= |recovery= |frameAdv=
 
  |startup= 14|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Slashes the ground. The effect actually has a hitbox.
+
* Slashes the ground. The effect actually has a hitbox.
 
  }}
 
  }}
 
}}
 
}}
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  |startup= 10|active= |recovery= |frameAdv=
 
  |startup= 10|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Gut jab that moves Goku Black forward.  
+
* Gut jab that moves Goku Black forward.  
 
  }}
 
  }}
 
}}
 
}}
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  |startup= 14|active= |recovery= |frameAdv=
 
  |startup= 14|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
 +
* Can deflect Ki blasts.
 +
 
Slashes the opponent with his God Slicer. Moves him forward and the after effects add to the hitbox.
 
Slashes the opponent with his God Slicer. Moves him forward and the after effects add to the hitbox.
 
  }}
 
  }}
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  |startup= 13|active= |recovery= |frameAdv=
 
  |startup= 13|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Slashes the air to fire a crescent-shaped ki blast. The blade in Goku Black's hand also has a hitbox. Covers alot of ground for how big it is. Starts slow and picks up speed rapidly.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
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  |startup= 8|active= |recovery= |frameAdv=
 
  |startup= 8|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
 +
* Does not gatling into itself.
 +
 
Crouch jab that hits really high. Has a deceptively large hitbox.
 
Crouch jab that hits really high. Has a deceptively large hitbox.
 
  }}
 
  }}
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  |startup= 12|active= |recovery= |frameAdv=
 
  |startup= 12|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Sweeps at their feet. His only low move. Moves him forward slightly giving it more reach than expected.
+
* Sweeps at their feet. His only low move. Moves him forward slightly giving it more reach than expected.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">2H</font> ======
 
====== <font style="visibility:hidden" size="0">2H</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_2H.png |
+
|image=DBFZ_GokuBlack_2H.png |caption= Literally the only neutral button you'll ever need, fam.
 
|name=2H
 
|name=2H
 
|data=
 
|data=
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  |startup= 18|active= |recovery= |frameAdv=
 
  |startup= 18|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Slashes upwards. Great anti air and keeps him grounded, allowing hit cancel into many options.
+
* Can deflect Ki blasts.
 +
 
 +
Slashes upwards. Great anti air and keeps him grounded, allowing hit cancel into many options. Very good hitbox, too.  
 
  }}
 
  }}
 
}}
 
}}
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  |startup= 24|active= |recovery= |frameAdv=
 
  |startup= 24|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Flip kick overhead.
+
* Universal overhead.
 
  }}
 
  }}
 
}}
 
}}
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  |startup= 6|active= |recovery= |frameAdv=
 
  |startup= 6|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Jabs the air. Great air to air normal.
+
* Jabs the air. Great air to air normal.
 
  }}
 
  }}
 
}}
 
}}
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  |startup= 9|active= |recovery= |frameAdv=
 
  |startup= 9|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Kicks the air. Pretty good as a jump-in.
+
* Kicks the air. Pretty good as a jump-in.
 
  }}
 
  }}
 
}}
 
}}
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  |startup= 13|active= |recovery= |frameAdv=
 
  |startup= 13|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Like his 6M, does a downward flip kick. Great jump-in normal and starter.
+
* Like his 6M, does a downward flip kick. Great jump-in normal and starter.
 
  }}
 
  }}
 
}}
 
}}
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  |startup= 13|active= |recovery= |frameAdv=
 
  |startup= 13|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Fires a downward ki blast. Mostly used in combos, but good to throw out in neutral on occasion.
+
* Fires a downward ki blast. Mostly used in combos, but good to throw out in neutral on occasion.
 
  }}
 
  }}
 
}}
 
}}
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  |startup= 13|active= |recovery= |frameAdv=
 
  |startup= 13|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Air launcher, useful for extending combos or hitting opponents above you.
+
* Air launcher, useful for extending combos or hitting opponents above you.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">God Slicer</font> ======
 
====== <font style="visibility:hidden" size="0">God Slicer</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_GodSlicer.png |caption=
+
|image=DBFZ_GokuBlack_GodSlicer.png |caption=To the corner with you!
 
|input=236L/M/H (Air OK)
 
|input=236L/M/H (Air OK)
 
|name=God Slicer
 
|name=God Slicer
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Fires a ki blast and follows up with a stab. Puts him airborne immediately.
+
* Fires a ki blast and follows up with a stab. Puts him airborne immediately.  
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Fires 4 ki blasts followed by the stab. Does knockdown the opponent.
+
* 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.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Same as the M version but significantly faster for the 1 meter.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">Instant Transmission</font> ======
 
====== <font style="visibility:hidden" size="0">Instant Transmission</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_InstantTransmission.png |caption=
+
|image=DBFZ_GokuBlack_InstantTransmission.png |caption= ''*teleports behind you*''
 +
|image2=DBFZ_GokuBlack_InstantTransmission2.png |caption2=
 
|input=214L/M/H
 
|input=214L/M/H
 
|name=Instant Transmission
 
|name=Instant Transmission
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Teleports in the air directly in front of the opponent.
+
* Teleports in the air directly in front of the opponent.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Teleports in the air slightly away in front of the opponent.
+
* Teleports in the air slightly away in front of the opponent.
 +
* Can be used after knockdowns for safejump pressure.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Teleports in the air directly behind the opponent.
+
* Teleports in the air directly behind the opponent.
 +
 
 +
One of Goku Black's greatest tools after a knockdown.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">Fierce God Kick</font> ======
 
====== <font style="visibility:hidden" size="0">Fierce God Kick</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_FierceGodKick.png |caption=
+
|image=DBFZ_GokuBlack_FierceGodKick.png |caption= "I have a divekick so I MUST be God-tier!"
 
|input=j.214L/M/H
 
|input=j.214L/M/H
 
|name=Fierce God Kick
 
|name=Fierce God Kick
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
* Launches the opponent and wallsplats. Can be comboed after in the corner with an airdash.
+
* Launches the opponent and wallsplats. Can be comboed after in the corner with an air dash.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
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====== <font style="visibility:hidden" size="0">Black Kamehameha</font> ======
 
====== <font style="visibility:hidden" size="0">Black Kamehameha</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption=
+
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption=Anime players have no neutral
 
|input=236S
 
|input=236S
 
|name=Black Kamehameha
 
|name=Black Kamehameha
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Fires a kamehameha straight. Pretty good tool overall. Can combo from it with a Vanish.
+
* Fires a Kamehameha straight. Pretty good tool overall. Can combo from it with a Vanish.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">Binding Black Kamehameha</font> ======
 
====== <font style="visibility:hidden" size="0">Binding Black Kamehameha</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_BindingBlackKamehameha.png |caption= ''"You cannot escape!"''
+
|image=DBFZ_GokuBlack_BindingBlackKamehameha.png |caption= "AAH STRANGER DANGER!!" ''"You cannot escape!"''
 
|input=214S
 
|input=214S
 
|name=Binding Black Kamehameha
 
|name=Binding Black Kamehameha
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
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.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Standard beam assist, but it's pink. A bit slower than average.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
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{{MoveData
 
{{MoveData
 
|image=DBFZ_GokuBlack_GodSlicerDance.png |caption=「受けるがいい、我が刃!」
 
|image=DBFZ_GokuBlack_GodSlicerDance.png |caption=「受けるがいい、我が刃!」
 +
|image2=DBFZ_GokuBlack_GodSlicerDance2.png |caption2=The power of god and anime.
 
|input=236L+M (Air OK)
 
|input=236L+M (Air OK)
 
|name=God Slicer Dance
 
|name=God Slicer Dance
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
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.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">Holy Light Grenade</font> ======
 
====== <font style="visibility:hidden" size="0">Holy Light Grenade</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_HolyLightGrenade.png |caption=
+
|image=DBFZ_GokuBlack_HolyLightGrenade.png |caption= ''"Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him."''
 
|input=236H+S (Air OK)
 
|input=236H+S (Air OK)
 
|name=Holy Light Grenade
 
|name=Holy Light Grenade
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Both Goku Black and Zamasu drop a large ball of ki. Carries an airborne opponent all the way to the ground. Useful for DHCs.
+
* Both Goku Black and Zamasu drop a large ball of ki.  
 +
* Carries an airborne opponent all the way to the ground. Useful for DHCs.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">The Work of a God</font> ======
 
====== <font style="visibility:hidden" size="0">The Work of a God</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_TheWorkOfAGod.png |caption=「神の怒りを味わえ!」
+
|image=DBFZ_GokuBlack_TheWorkOfAGod.png |caption=Ningens are so weak...
 +
|image2=DBFZ_GokuBlack_TheWorkOfAGod2.png |caption2=YOU ARE NOTHING TO ME
 
|input=214L+M or 214H+S (Air OK)
 
|input=214L+M or 214H+S (Air OK)
 
|name=The Work of a God
 
|name=The Work of a God
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  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
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.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
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}}
 
}}
 
{{Navbar-DBFZ}}
 
{{Navbar-DBFZ}}
 +
[[Category:Dragon Ball FighterZ]]
 +
[[Category: Goku Black]]

Latest revision as of 22:38, 21 May 2018

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 fighting style to that of 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
  • 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.
  • Has solid pressure and okizeme with assists; Instant Transmission is a solid option to open up opponents
  • 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.


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 - - -
  • 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
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
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
「受けるがいい、我が刃!」
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
Ningens are so weak...
DBFZ GokuBlack TheWorkOfAGod2.png
YOU ARE NOTHING TO ME
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.



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