Difference between revisions of "DBFZ/Goku Black"

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(2H)
(Fierce God Kick)
 
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{{CharData-DBFZ
+
{{CharData-DBFZ|GokuBlack}}
|health=10,000
 
|jumpStartup=4F
 
|backdashTime=
 
|backdashInv=
 
}}
 
 
;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 style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
 
{{TOC limit|2}}
 
{{TOC limit|2}}
</div>
 
{{CharNav |charMainPage=DBFZ/Goku Black
 
|videos=
 
}}
 
<!--USE THIS STYLING FOR SHORT NAVIGATION-->
 
<div style="height:200px; width:1px;">
 
  &nbsp;
 
 
</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 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 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 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===
 
===Strengths/Weaknesses===
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* 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 and long range normals.
* Long reaching normals, access to standard ki blasts, and a standard beam makes him exceptional at controlling space.
+
* With meter, he has access to the best corner carry in the game. Can send opponents to the corner from nearly anywhere.
* Has a plethora of supers that are easy to set up into.
+
* 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.
* His assist is one of the best in the game. He can be used to extend combos or to pressure opponents.
+
* One of the best assists in the game, which 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.
+
* Fairly simple to deal with if the enemy is familiar with the matchup.
* No meterless reversal.
+
* Only low is 2M, which hurts his mixup game.
* Needs proper assists to make his offensive safe.
+
* 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.
 
|-
 
|-
 
|}
 
|}
 +
{{CharLinks-DBFZ|GokuBlack}}
 
<br clear=all/>
 
<br clear=all/>
  
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====== <font style="visibility:hidden" size="0">5L</font> ======
 
====== <font style="visibility:hidden" size="0">5L</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_5L.png |caption=
+
|image=DBFZ_GokuBlack_5L.png |caption=Because, Vegeta,
|image2=DBFZ_GokuBlack_5LL.png |caption2=
+
|image2=DBFZ_GokuBlack_5LL.png |caption2=a rose by any other name
|image3=DBFZ_GokuBlack_5LLL.png |caption3=
+
|image3=DBFZ_GokuBlack_5LLL.png |caption3=is still Goku.
 
|name=5L
 
|name=5L
 
|data=
 
|data=
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  |version=5L
 
  |version=5L
 
  |damage=400 |guard=All
 
  |damage=400 |guard=All
  |startup= 6|active= |recovery= |frameAdv=
+
  |startup= 6|active= |recovery= |frameAdv= -2
 
  |description=
 
  |description=
Standing jab. Fairly longer than most stand jabs and can hit crouching.
+
* Cancels into 5LL or itself, even on whiff.
 +
 
 +
An open-palm stab. A fair bit longer than most other standing jabs and can hit crouching opponents. Has much better reach and cancel options than 2L.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
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  |version=5LL
 
  |version=5LL
 
  |damage=700 |guard=All
 
  |damage=700 |guard=All
  |startup= 11|active= |recovery= |frameAdv=
+
  |startup= 11|active= |recovery= |frameAdv= -5
 
  |description=
 
  |description=
Followup to 5L, moves him forward a good distance. The outer part of his leg does not have a hurtbox.
+
* Cancels into 5LL, even on whiff.
 +
* Autocorrects on side-switch.
 +
* Has the damage and scaling of a Medium.
 +
 
 +
A side kick. Moves Goku Black forward a good distance and has great range. The outer part of his leg does not have a hurtbox but does have a hitbox, giving a fantastic amount of disjoint. Will almost always connect after 5L, even if it hit the opponent at an awkward angle. Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral. 5LL is also one of Goku Black's best combo starters as it has fantastic cancel options and scaling.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
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  |version=5LLL
 
  |version=5LLL
 
  |damage=1000 |guard=All
 
  |damage=1000 |guard=All
  |startup= 14|active= |recovery= |frameAdv=
+
  |startup= 14|active= |recovery= |frameAdv= -5
 
  |description=
 
  |description=
Slashes the ground. The effect actually has a hitbox.
+
* Consumes Goku Black's Smash on hit.
 +
* Always results in a Smash, regardless of whether or not Smash has been used up in a combo.
 +
* Pressing Light on hit will result in a Super Dash.
 +
* Completing the air autocombo immediately after this move will result in a Dynamic hit.
 +
* Autocorrects on side-switch.
 +
 
 +
Rising strike using Goku Black's signature Ki technique, God Slicer, that causes the ground to erupt with Ki. Both the blade and the Ki eruption have a hitbox, granting the move both extreme range and active frames. Often sees use in extended combos such as continuing a combo after Vanish or certain optimal corner routes.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">5M</font> ======
 
====== <font style="visibility:hidden" size="0">5M</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_5M.png |caption=
+
|image=DBFZ_GokuBlack_5M.png |caption= Yo, check out this cool ring I got. Makes me immune to plot holes.
 
|name=5M
 
|name=5M
 
|data=
 
|data=
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  |startup= 10|active= |recovery= |frameAdv=
 
  |startup= 10|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Gut jab that moves Goku Black forward.  
+
* Jump cancelable on hit.
 +
A gut punch that moves Goku Black forward. As basic as a 5M can get, though it is still important for extending combos without expending Black's Smash through a jump cancel. Use 5LL instead if possible.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">5H</font> ======
 
====== <font style="visibility:hidden" size="0">5H</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_5H.png |caption=
+
|image=DBFZ_GokuBlack_5H.png |caption= Subarashii.....
 
|name=5H
 
|name=5H
 
|data=
 
|data=
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  |startup= 14|active= |recovery= |frameAdv=
 
  |startup= 14|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Slashes the opponent with his God Slicer. Moves him forward and the after effects add to the hitbox.
+
* Consumes Goku Black's Smash on hit.
 +
* Wall bounces if Smash is available.
 +
* Pressing Heavy on hit will result in a Super Dash.
 +
* Can deflect Ki blasts.
 +
A downward slash with a God Slicer that moves Goku Black forward. Has massive range both horizontally and vertically, giving Black an attack that can easily punish poor spacing. It can blow through all sorts of attacks thanks to the God Slicer's massive disjoint and ki blast deflection. In combos, it can be followed up with Super Dash mid-screen for good corner carry or it can be looped in the corner with the use of assists for big damage.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">5S</font> ======
 
====== <font style="visibility:hidden" size="0">5S</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_5S.png |caption=
+
|image=DBFZ_GokuBlack_5S.png |caption= "Is it not beautiful?"
 
|name=5S
 
|name=5S
 
|data=
 
|data=
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
  |damage=600 |guard=All
+
  |damage=850 [600] |guard=All
 
  |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.
+
* [] is the projectile.
 +
* The blade hitbox lacks any proration.
 +
* The blade deflects ki blasts, the projectile clashes with ki blasts.
 +
* The ki blast won't come out if the blade hits something.
 +
 
 +
Goku Black slashes the air with his God Slicer, releasing a Ki blast that travels slowly at first but picks up speed rapidly. Slightly negative on block if the blade connects but the ki wave deals a large amount of blockstun, leaving Black positive even up close. This move's ability to deflect ki blasts and retaliate with a ki blast of his own allows Black to shut down any zoning done with low durability projectiles. Though the ki blast does less damage than the blade, the absence of poration on it makes it fantastic for boosting a combo's damage.
 
  }}
 
  }}
 
}}
 
}}
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  |startup= 8|active= |recovery= |frameAdv=
 
  |startup= 8|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Crouch jab that hits really high. Has a deceptively large hitbox.
+
* Cancels into 5L.
 +
 
 +
Basic crouch jab that does not hit low, though it has a deceptively large hitbox. While it has better range than 5L, it has worse frame data and cancel options. At max range, 2L won't combo into 5L, making it impossible to combo into 5LL which hurts the damage of any combo that this scenario starts. Use 5L instead whenever possible.
 
  }}
 
  }}
 
}}
 
}}
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|data=
 
|data=
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
  |damage=700 |guard=L
+
  |damage=700 |guard=Low
 
  |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.
+
* Leg sweep that hits low.  
 +
* Noted for being Goku Black's 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= This is the 2H of a God!
 
|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.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">6M</font> ======
 
====== <font style="visibility:hidden" size="0">6M</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_6M.png |caption=
+
|image=DBFZ_GokuBlack_6M.png |caption= Why it's orange we may never know.
 
|name=6M
 
|name=6M
 
|data=
 
|data=
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
  |damage=850 |guard=H
+
  |damage=850 |guard=High
 
  |startup= 24|active= |recovery= |frameAdv=
 
  |startup= 24|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Flip kick overhead.
+
* Universal overhead.
 
  }}
 
  }}
 
}}
 
}}
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|data=
 
|data=
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
  |damage=400 |guard=H
+
  |damage=400 |guard=High
 
  |startup= 6|active= |recovery= |frameAdv=
 
  |startup= 6|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Jabs the air. Great air to air normal.
+
* Aerial chop.  
 +
* Great air to air normal.
 
  }}
 
  }}
 
}}
 
}}
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|data=
 
|data=
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
  |damage=700 |guard=H
+
  |damage=700 |guard=High
 
  |startup= 9|active= |recovery= |frameAdv=
 
  |startup= 9|active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Kicks the air. Pretty good as a jump-in.
+
* Aerial side kick.  
 +
* Alright as a jump-in attack but mostly serves as combo filler.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">j.H</font> ======
 
====== <font style="visibility:hidden" size="0">j.H</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_jH.png |caption=
+
|image=DBFZ_GokuBlack_jH.png |caption= Goku is the new Black.
 
|name=j.H
 
|name=j.H
 
|data=
 
|data=
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
  |damage=850 |guard=H
+
  |damage=850 [1000]|guard=High
 
  |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.
+
* [] is on Smash hit.
 +
* Downward flip kick.
 +
* Great jump-in normal and starter.
 +
* Shares the same animation as 6M.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">j.S</font> ======
 
====== <font style="visibility:hidden" size="0">j.S</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_jS.png |caption=
+
|image=DBFZ_GokuBlack_jS.png |caption= 50 Shades of Akuma
 
|name=j.S
 
|name=j.S
 
|data=
 
|data=
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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.
+
* Standard Ki blast that is angled somewhat downward.
 +
* Mostly used in combos, but good to throw out in neutral on occasion.
 
  }}
 
  }}
 
}}
 
}}
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====== <font style="visibility:hidden" size="0">j.2H</font> ======
 
====== <font style="visibility:hidden" size="0">j.2H</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_j2H.png |caption=
+
|image=DBFZ_GokuBlack_j2H.png |caption=Legs.
 
|name=j.2H
 
|name=j.2H
 
|data=
 
|data=
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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.
+
* Upward split kick.
 +
* Useful for extending combos by launching enemies further up and can also be used to hit opponents above.
 
  }}
 
  }}
 
}}
 
}}
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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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  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
 
  |version=L
 
  |version=L
  |damage=970 |guard=All
+
  |damage=250, 800 |guard=All
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Fires a ki blast and follows up with a stab. Puts him airborne immediately.
+
* 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.  
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
 
  |header=no
 
  |header=no
 
  |version=M
 
  |version=M
  |damage=1330 |guard=All
+
  |damage=250*4, 800 |guard=All
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Fires 4 ki blasts followed by the stab. Does knockdown the opponent.
+
* 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.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
 
  |header=no
 
  |header=no
 
  |version=H
 
  |version=H
  |damage=1330 |guard=All
+
  |damage=250*4, 800 |guard=All
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Same as the M version but significantly faster for the 1 meter.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
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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= Nothing personnel, kid.
 
|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.
+
* Teleport to the air directly in front of the opponent.
 +
* Can be used instead of Super Dash to followup a successful 2H.
 
  }}
 
  }}
 
  {{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.
+
* 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.
 
  }}
 
  }}
 
  {{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.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
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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=Straight From Heaven
 
|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=
*Leaves opponent in place.
+
* A Ki-empowered dive kick.
 +
* Does not cause a knockdown.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
 
  |header=no
 
  |header=no
 
  |version=M
 
  |version=M
  |damage=1120 |guard=All
+
  |damage=400, 800|guard=All
 
  |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.
+
* 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.
 
  }}
 
  }}
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
 
  |header=no
 
  |header=no
 
  |version=H
 
  |version=H
  |damage=1300 |guard=All
+
  |damage=400, 1000 |guard=All
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
* Launches the opponent and wallsplats. Can be comboed after in the corner.
+
* 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.
 
}}
 
}}
 
}}
 
}}
Line 339: Line 388:
 
====== <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
 
|data=
 
|data=
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
  |damage=1098 |guard=All
+
  |damage=262*5 |guard=All
 
  |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.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
Line 353: Line 406:
 
====== <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= Bind 'em, then Blast 'em
 
|input=214S
 
|input=214S
 
|name=Binding Black Kamehameha
 
|name=Binding Black Kamehameha
 
|data=
 
|data=
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
  |damage=994 |guard=Throw
+
  |damage=262*5 [262*3] |guard=Throw [All]
 
  |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 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.
 
  }}
 
  }}
 
}}
 
}}
Line 367: Line 425:
 
==Assist==
 
==Assist==
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption=
+
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption=An Assist that even the Gods would be envious of.
 
|input=A1/A2
 
|input=A1/A2
 
|name=Black Kamehameha
 
|name=Black Kamehameha
 
|data=
 
|data=
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
  |damage=760 |guard=All
+
  |damage=200*5 |guard=All
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
Standard beam assist, but it's pink. A bit slower than average.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
Line 383: Line 443:
 
====== <font style="visibility:hidden" size="0">God Slicer Dance</font> ======
 
====== <font style="visibility:hidden" size="0">God Slicer Dance</font> ======
 
{{MoveData
 
{{MoveData
|image=DBFZ_GokuBlack_GodSlicerDance.png |caption=「受けるがいい、我が刃!
+
|image=DBFZ_GokuBlack_GodSlicerDance.png |caption=''"Punishment of the gods!"''
 +
|image2=DBFZ_GokuBlack_GodSlicerDance2.png |caption2= ''"Taste my blade!"''
 
|input=236L+M (Air OK)
 
|input=236L+M (Air OK)
 
|name=God Slicer Dance
 
|name=God Slicer Dance
 
|data=   
 
|data=   
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
|version=Ground
+
  |damage=50*18, 1600~2000 |guard=All
  |damage=2090 |guard=All
 
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
}}
+
* Costs 1 bar of meter.
{{AttackData-DBFZ
+
* Goku Black unleashes a barrage of minor Ki blades that embed themselves in the opponent before detonating them all.
|header=no
+
* The explosion does a varying amount of damage depending on how many Ki blades hit. However, the minimum damage is consistent.
|version=Air
+
* Ki blades uses the current combo's scaling. So the minimum damage is either 7*18, 720 or 5*18, 720.
|damage=2090 |guard=All
+
* The projectile priority of this super is pretty low so it can be eaten up by other projectiles fairly easily.
|startup= |active= |recovery= |frameAdv=
+
* Will not go into the explosion animation unless at least one projectile hits the opponent.
|description=
+
* Considered a cinematic animation so nothing else can happen during it.
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.
 
 
  }}
 
  }}
 
}}
 
}}
Line 405: Line 464:
 
====== <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
 
|data=   
 
|data=   
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
|version=Ground
+
  |damage=1000, 1600 |guard=All
|damage=2280 |guard=All
 
|startup= |active= |recovery= |frameAdv=
 
|description=
 
}}
 
{{AttackData-DBFZ
 
|header=no
 
|version=Air
 
  |damage=2280 |guard=All
 
 
  |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.
+
* 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.
 
  }}
 
  }}
 
}}
 
}}
Line 427: Line 482:
 
====== <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=''"Taste divine fury!"''
 +
|image2=DBFZ_GokuBlack_TheWorkOfAGod2.png |caption2=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.
 
|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
 
|data=   
 
|data=   
 
  {{AttackData-DBFZ
 
  {{AttackData-DBFZ
|version=Ground
 
 
  |damage=4015 |guard=All
 
  |damage=4015 |guard=All
 
  |startup= |active= |recovery= |frameAdv=
 
  |startup= |active= |recovery= |frameAdv=
 
  |description=
 
  |description=
}}
+
* Costs 3 bars of meter.
{{AttackData-DBFZ
+
* Minimum damage is 1512.
|header=no
+
* 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.
|version=Air
+
* Acts as Goku Black's only invincible reversal.
|damage=4015 |guard=All
+
* Causes a true hard knockdown.
|startup= |active= |recovery= |frameAdv=
+
* Final strike sends the enemy flying away so it can be difficult to have good okizeme unless used close to the corner.
|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.
 
 
  }}
 
  }}
 
}}
 
}}
  
 
----
 
----
{{CharLinks
+
{{CharLinks-DBFZ|GokuBlack}}
|charMainPage=DBFZ/Goku Black
 
|videos=
 
}}
 
 
{{Navbar-DBFZ}}
 
{{Navbar-DBFZ}}
 +
[[Category:Dragon Ball FighterZ]]
 +
[[Category: Goku Black]]

Latest revision as of 16:53, 15 January 2019

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
  • Cancels into 5LL or itself, even on whiff.

An open-palm stab. A fair bit longer than most other standing jabs and can hit crouching opponents. Has much better reach and cancel options than 2L.

5LL 700 All 11 - - -5
  • Cancels into 5LL, even on whiff.
  • Autocorrects on side-switch.
  • Has the damage and scaling of a Medium.

A side kick. Moves Goku Black forward a good distance and has great range. The outer part of his leg does not have a hurtbox but does have a hitbox, giving a fantastic amount of disjoint. Will almost always connect after 5L, even if it hit the opponent at an awkward angle. Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral. 5LL is also one of Goku Black's best combo starters as it has fantastic cancel options and scaling.

5LLL 1000 All 14 - - -5
  • Consumes Goku Black's Smash on hit.
  • Always results in a Smash, regardless of whether or not Smash has been used up in a combo.
  • Pressing Light on hit will result in a Super Dash.
  • Completing the air autocombo immediately after this move will result in a Dynamic hit.
  • Autocorrects on side-switch.

Rising strike using Goku Black's signature Ki technique, God Slicer, that causes the ground to erupt with Ki. Both the blade and the Ki eruption have a hitbox, granting the move both extreme range and active frames. 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 - - -
  • Jump cancelable on hit.

A gut punch that moves Goku Black forward. As basic as a 5M can get, though it is still important for extending combos without expending Black's Smash through a jump cancel. Use 5LL instead if possible.


5H[edit]
5H
DBFZ GokuBlack 5H.png
Subarashii.....
Damage Guard Startup Active Recovery Frame Adv.
850 All 14 - - -
  • Consumes Goku Black's Smash on hit.
  • Wall bounces if Smash is available.
  • Pressing Heavy on hit will result in a Super Dash.
  • Can deflect Ki blasts.

A downward slash with a God Slicer that moves Goku Black forward. Has massive range both horizontally and vertically, giving Black an attack that can easily punish poor spacing. It can blow through all sorts of attacks thanks to the God Slicer's massive disjoint and ki blast deflection. In combos, it can be followed up with Super Dash mid-screen for good corner carry or it can be looped in the corner with the use of assists for big damage.


5S[edit]
5S
DBFZ GokuBlack 5S.png
"Is it not beautiful?"
Damage Guard Startup Active Recovery Frame Adv.
850 [600] All 13 - - -
  • [] is the projectile.
  • The blade hitbox lacks any proration.
  • The blade deflects ki blasts, the projectile clashes with ki blasts.
  • The ki blast won't come out if the blade hits something.

Goku Black slashes the air with his God Slicer, releasing a Ki blast that travels slowly at first but picks up speed rapidly. Slightly negative on block if the blade connects but the ki wave deals a large amount of blockstun, leaving Black positive even up close. This move's ability to deflect ki blasts and retaliate with a ki blast of his own allows Black to shut down any zoning done with low durability projectiles. Though the ki blast does less damage than the blade, the absence of poration on it makes it fantastic for boosting a combo's damage.


2L[edit]
2L
DBFZ GokuBlack 2L.png
Damage Guard Startup Active Recovery Frame Adv.
400 All 8 - - -
  • Cancels into 5L.

Basic crouch jab that does not hit low, though it has a deceptively large hitbox. While it has better range than 5L, it has worse frame data and cancel options. At max range, 2L won't combo into 5L, making it impossible to combo into 5LL which hurts the damage of any combo that this scenario starts. Use 5L instead whenever possible.


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 [1000] High 13 - - -
  • [] is on Smash hit.
  • 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 400, 800 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 400, 1000 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
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesKi/Assist/Sparking/Dragon BallsMisc