< DBFZ
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* '''Decent Neutral:''' Both of his aerial special moves go far distances, and the aforementioned normals go along with his beam to aid this sentiment. | * '''Decent Neutral:''' Both of his aerial special moves go far distances, and the aforementioned normals go along with his beam to aid this sentiment. | ||
* '''Corner Carry:''' The easiest corner carry in the game from anywhere with [[DBFZ/Goku_Black#God_Slicer|j.236M/H]]. | * '''Corner Carry:''' The easiest corner carry in the game from anywhere with [[DBFZ/Goku_Black#God_Slicer|j.236M/H]]. | ||
* '''Neutral-Dominant Assists:''' Both [[DBFZ/Goku_Black#Assist_A|A]] and [[DBFZ/Goku_Black#Assist_B|B]] control big portions of the screen. | * '''Neutral-Dominant Assists:''' Both [[DBFZ/Goku_Black#Assist_A|A]] and [[DBFZ/Goku_Black#Assist_B|B]] control big portions of the screen. [[DBFZ/Goku_Black#Assist_C|C]] isn't too shabby either. | ||
| cons = | | cons = | ||
* '''Fairly One-Dimensional:''' When his gimmicks stop working, Black heavily struggles opening up opponents that have proper defense. | * '''Fairly One-Dimensional:''' When his gimmicks stop working, Black heavily struggles opening up opponents that have proper defense. | ||
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======<font style="visibility:hidden;font-size:0">5L</font>====== | ======<font style="visibility:hidden;font-size:0">5L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5L | |name={{clr|2|5L}} | ||
|image=DBFZ_GokuBlack_5L.png |caption=Because, Vegeta, | |image=DBFZ_GokuBlack_5L.png |caption=Because, Vegeta, | ||
|image2=DBFZ_GokuBlack_5LL.png |caption2=a rose by any other name | |image2=DBFZ_GokuBlack_5LL.png |caption2=a rose by any other name | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Standard jab. | * Standard jab. | ||
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. | 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 {{clr|2|2L}}. | ||
}} | }} | ||
{{AttackVersion|name=5LL}} | {{AttackVersion|name=5LL}} | ||
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* Autocorrects on side-switch. | * Autocorrects on side-switch. | ||
* Has the damage and scaling of a Medium. | * Has the damage and scaling of a Medium. | ||
Moves Goku Black forward a good distance and has great range, enough to completely close the gap if reflected. The outer part of his leg does not have a hurtbox but does have a hitbox, making it a fantastic disjoint. Will almost always connect after 5L, similar to Bardock but not as good. Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral, especially since it has fantastic scaling. | Moves Goku Black forward a good distance and has great range, enough to completely close the gap if reflected. The outer part of his leg does not have a hurtbox but does have a hitbox, making it a fantastic disjoint. Will almost always connect after {{clr|2|5L}}, similar to Bardock but not as good. Additionally, {{clr|2|5L}}'s speed and ability to cancel into this on whiff makes this a powerful button in neutral, especially since it has fantastic scaling. | ||
}} | }} | ||
{{AttackVersion|name=5LLL}} | {{AttackVersion|name=5LLL}} | ||
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======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5M | |name={{clr|3|5M}} | ||
|image=DBFZ_GokuBlack_5M.png |caption=Yo, check out this cool ring I got. Makes me immune to plot holes. | |image=DBFZ_GokuBlack_5M.png |caption=Yo, check out this cool ring I got. Makes me immune to plot holes. | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Jump cancelable on hit. | * 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. | A gut punch that moves Goku Black forward. As basic as a {{clr|3|5M}} can get, though it is still important for extending combos without expending Black's Smash through a jump cancel. Use {{clr|2|5LL}} instead if possible. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|5|5H}} | ||
|image=DBFZ_GokuBlack_5H.png |caption=y a i b a | |image=DBFZ_GokuBlack_5H.png |caption=y a i b a | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5S | |name={{clr|4|5S}} | ||
|image=DBFZ_GokuBlack_5S.png |caption="Is it not beautiful?" | |image=DBFZ_GokuBlack_5S.png |caption="Is it not beautiful?" | ||
|data= | |data= | ||
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* [] is the Ki Blast. | * [] is the Ki Blast. | ||
* The Ki Blast won't come out if the initial strike connects. | * The Ki Blast won't come out if the initial strike connects. | ||
* 5S Ki Blast slowly accelerates forward, 6S makes it travels instantaneously. | * {{clr|4|5S}} Ki Blast slowly accelerates forward, {{clr|4|6S}} makes it travels instantaneously. | ||
The strike hit has really good hitstun, can combo into 5H and 2H in midscreen or even Super Dash in the corner. | The strike hit has really good hitstun, can combo into {{clr|5|5H}} and {{clr|5|2H}} in midscreen or even Super Dash in the corner. | ||
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. | 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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† Boomerang bug (Still working as of Patch 1.24): You can change the direction of the projectile by using Super Dash while facing the other direction. The projectile will go backward if it's still accelerating, but only turns around while continue to move forward after it's reached enough speed. | † Boomerang bug (Still working as of Patch 1.24): You can change the direction of the projectile by using Super Dash while facing the other direction. The projectile will go backward if it's still accelerating, but only turns around while continue to move forward after it's reached enough speed. | ||
The only realistic situation where this can be utilized is: 5S > hold Vanish, SD. Though like most projectile, the hitbox goes away after it has touched the opponent, so you can't make this boomerang hits twice. | The only realistic situation where this can be utilized is: {{clr|4|5S}} > hold Vanish, SD. Though like most projectile, the hitbox goes away after it has touched the opponent, so you can't make this boomerang hits twice. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2L | |name={{clr|2|2L}} | ||
|image=DBFZ_GokuBlack_2L.png |caption=Adult Gohan's 5L, but slightly worse. | |image=DBFZ_GokuBlack_2L.png |caption=Adult Gohan's 5L, but slightly worse. | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Cancels into 5L, even on whiff. | * Cancels into {{clr|2|5L}}, even on whiff. | ||
* Can now cancel into itself for to allow Goku Black stagger pressure on the opponent | * Can now cancel into itself for to allow Goku Black stagger pressure on the opponent | ||
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. Can now use 2L as a staggering tool due to being able to cancel into itself. | Basic crouch jab that does not hit low, though it has a deceptively large hitbox. While it has better range than {{clr|2|5L}}, it has worse frame data and cancel options. At max range, {{clr|2|2L}} won't combo into {{clr|2|5L}}, making it impossible to combo into {{clr|2|5LL}} which hurts the damage of any combo that this scenario starts. Can now use {{clr|2|2L}} as a staggering tool due to being able to cancel into itself. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2M | |name={{clr|3|2M}} | ||
|image=DBFZ_GokuBlack_2M.png |caption= | |image=DBFZ_GokuBlack_2M.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Goku Black's only low. | * Goku Black's only low. | ||
Leg sweep that hits low and moves Goku Black forward slightly giving it more reach than expected. 2M is the key to all of Black's mix-ups. Use it after doing Instant Transmission then time j.H so that the hit box doesn't come out for a deceptive empty jump low. One of Black's best starters in terms of damage and practicality, though thanks to his amazing 5LL this isn't his go to attack for following up vanishes like most of the cast. | Leg sweep that hits low and moves Goku Black forward slightly giving it more reach than expected. {{clr|3|2M}} is the key to all of Black's mix-ups. Use it after doing Instant Transmission then time {{clr|5|j.H}} so that the hit box doesn't come out for a deceptive empty jump low. One of Black's best starters in terms of damage and practicality, though thanks to his amazing {{clr|2|5LL}} this isn't his go to attack for following up vanishes like most of the cast. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|5|2H}} | ||
|image=DBFZ_GokuBlack_2H.png |caption=This is the 2H of a God! | |image=DBFZ_GokuBlack_2H.png |caption=This is the 2H of a God! | ||
|data= | |data= | ||
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* Head attribute invincible during start-up and active frames. | * Head attribute invincible during start-up and active frames. | ||
* Deflects Ki blasts. | * Deflects Ki blasts. | ||
Goku Black moves forward while doing an upward slash with a God Slicer. Infamous for having an extremely large hitbox with many active frames, arguably the best 2H in the game in when it comes to neutral. Like all other God Slicer using attacks, 2H has fantastic disjoint and can deflect ki blasts. Can be canceled into 5S for pressure resets or into Kamehameha to frame trap opponents who try to mash out of pressure. The Smash version is used in combination with EX God Slicer for corner-to-corner combos thanks to the height that it provides. Doesn't see much use in Black's optimal corner combos. | Goku Black moves forward while doing an upward slash with a God Slicer. Infamous for having an extremely large hitbox with many active frames, arguably the best {{clr|5|2H}} in the game in when it comes to neutral. Like all other God Slicer using attacks, {{clr|5|2H}} has fantastic disjoint and can deflect ki blasts. Can be canceled into {{clr|4|5S}} for pressure resets or into Kamehameha to frame trap opponents who try to mash out of pressure. The Smash version is used in combination with EX God Slicer for corner-to-corner combos thanks to the height that it provides. Doesn't see much use in Black's optimal corner combos. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6M | |name={{clr|3|6M}} | ||
|image=DBFZ_GokuBlack_6M.png |caption=Why it's orange we may never know. | |image=DBFZ_GokuBlack_6M.png |caption=Why it's orange we may never know. | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Same hitboxes as j.H. | * Same hitboxes as {{clr|5|j.H}}. | ||
* Universal overhead. | * Universal overhead. | ||
* Jumps over lows. | * Jumps over lows. | ||
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======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.L | |name={{clr|2|j.L}} | ||
|image=DBFZ_GokuBlack_jL.png |caption=Why's he doing the beyblade motion? | |image=DBFZ_GokuBlack_jL.png |caption=Why's he doing the beyblade motion? | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.M | |name={{clr|3|j.M}} | ||
|image=DBFZ_GokuBlack_jM.png |caption= | |image=DBFZ_GokuBlack_jM.png |caption= | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Double jump cancelable. | * Double jump cancelable. | ||
* Reverse beats into j.L. | * Reverse beats into {{clr|2|j.L}}. | ||
Aerial roundhouse kick that serves as a decent jump-in attack but it is primarily used as combo filler. | Aerial roundhouse kick that serves as a decent jump-in attack but it is primarily used as combo filler. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|5|j.H}} | ||
|image=DBFZ_GokuBlack_jH.png |caption= | |image=DBFZ_GokuBlack_jH.png |caption= | ||
|data= | |data= | ||
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* Knockdown state depends on Smash utilization. | * Knockdown state depends on Smash utilization. | ||
* Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball. | * Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball. | ||
Flip kick with excellent range and damage, making it Goku Black's best jump-in and air-to-ground combo starter. Has fantastic synergy with his Instant Transmission where the timing of the input allows Goku to either complete the move and hit overhead or touch the ground before the hitboxes appear to shift into 2M for a low. Rarely used to end air combos as he has a better option in j.S to Light God Slicer. Can also be used to acquire Dragon Balls or summon Shenron if all the Dragon Balls have been discovered and Black has 7 bars. | Flip kick with excellent range and damage, making it Goku Black's best jump-in and air-to-ground combo starter. Has fantastic synergy with his Instant Transmission where the timing of the input allows Goku to either complete the move and hit overhead or touch the ground before the hitboxes appear to shift into {{clr|3|2M}} for a low. Rarely used to end air combos as he has a better option in {{clr|4|j.S}} to Light God Slicer. Can also be used to acquire Dragon Balls or summon Shenron if all the Dragon Balls have been discovered and Black has 7 bars. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|4|j.S}} | ||
|image=DBFZ_GokuBlack_jS.png |caption= | |image=DBFZ_GokuBlack_jS.png |caption= | ||
|data= | |data= | ||
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======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.2H | |name={{j.2H}} | ||
|image=DBFZ_GokuBlack_j2H.png |caption=Legs. | |image=DBFZ_GokuBlack_j2H.png |caption=Legs. | ||
|data= | |data= | ||
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* Consumes Smash on hit. | * Consumes Smash on hit. | ||
* Launches higher with more hitstun if Smash is available. | * Launches higher with more hitstun if Smash is available. | ||
* Press H to follow-up with a Super Dash. | * Press {{clr|5|H}} to follow-up with a Super Dash. | ||
Upward split kick used to extend air combos by using Goku Black's Smash to combo into Super Dash or lead into additional air normals by canceling the non-Smash version into a double jump. Doesn't hit overhead like Black's other air normals. | Upward split kick used to extend air combos by using Goku Black's Smash to combo into Super Dash or lead into additional air normals by canceling the non-Smash version into a double jump. Doesn't hit overhead like Black's other air normals. | ||
}} | }} | ||
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* Has superb corner carry if it lands on the opponent while in midscreen. | * 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. | * Can only be comboed into while in the corner due to slower start up unless used after a Vanish. | ||
Against some characters in the corner, Goku Black can tack on an j.H for a smidge more damage. This tech is mostly useless as it removes your slide knockdown, but it can help if you have no meter and need to close the round. | Against some characters in the corner, Goku Black can tack on an {{clr|5|j.H}} for a smidge more damage. This tech is mostly useless as it removes your slide knockdown, but it can help if you have no meter and need to close the round. | ||
}} | }} | ||
{{AttackVersion|name=Ground H}} | {{AttackVersion|name=Ground H}} | ||
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* Has all the advantages of the Medium version combined with the speed of the Light version. | * 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 half a 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. | A staple of Goku Black's combos. Generally comboed into from {{clr|4|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 half a 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. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Teleport to 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. | * Can be used instead of Super Dash to followup a successful {{clr|5|2H}}. | ||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
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* Teleport to the air directly behind the opponent. | * Teleport to the air directly behind the opponent. | ||
---- | ---- | ||
One of Goku Black's main tools for opening up opponents. Black is free to move immediately after teleporting, allowing him mix-up opponents in a variety of ways including hitting overhead with j.H, empty-jumping low with 2M, or crossing-up with IAD j.M. Long start-up and airborne state means it is easy to react to and punish, so assists are needed to use this move safely. | One of Goku Black's main tools for opening up opponents. Black is free to move immediately after teleporting, allowing him mix-up opponents in a variety of ways including hitting overhead with {{clr|5|j.H}}, empty-jumping low with {{clr|3|2M}}, or crossing-up with IAD {{clr|3|j.M}}. Long start-up and airborne state means it is easy to react to and punish, so assists are needed to use this move safely. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Smash version bounces opponents for combo extensions. | * Smash version bounces opponents for combo extensions. | ||
* Wall bounces if Black reaches the corner before the ground. | * Wall bounces if Black reaches the corner before the ground. | ||
* Same startup speed as the Light version. | * Same startup speed as the {{clr|2|Light}} version. | ||
---- | ---- | ||
The light version is a powerful mobility tool for Goku Black though it is vulnerable to anti-airs. The medium and heavy versions are used for corner carry and optimal corner combos. The ground bounce version gives Black the best possible combo options so aim for it over the more limiting wall bounce. Requires a vanish or an assist to continue combos after the | The light version is a powerful mobility tool for Goku Black though it is vulnerable to anti-airs. The medium and heavy versions are used for corner carry and optimal corner combos. The ground bounce version gives Black the best possible combo options so aim for it over the more limiting wall bounce. Requires a vanish or an assist to continue combos after the {{clr|2|Light}} version anywhere. | ||
The Medium Version can be combed w/ certain assists (Kefla, Gogeta, Zamasu, Trunks(Near the Corner), Vegito) Just to name a few | The {{clr|3|Medium}} Version can be combed w/ certain assists (Kefla, Gogeta, Zamasu, Trunks(Near the Corner), Vegito) Just to name a few | ||
The | The {{clr|5|Heavy}} version can be followed up w/ dragon dash now. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> |
Revision as of 20:57, 13 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Goku Black | |
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Play-style | Balanced, Footsies, Toolbox |
Team Role | Middle, Anchor |
Overview
"My very being towers above all...all things...the whole universe!" | |
Lore: | Zamasu, a Supreme Kai-in-training from an alternate 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 his mission 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. He allied himself with his future counterpart, dubbed "Future Zamasu", and they together waged genocide on a multiversal scale, only challenged by Son Goku, Vegeta, and Future Trunks. |
Playstyle
Goku Black Goku Black is a flawlessly balanced character that dictates the flow of the game with ridiculous corner carry and magnificent moves.
Pros
Cons
- Simple: Very low execution for his universal BnBs.
- Huge Disjoints: His infamous 2H is arguably the best of its kind, having an extremely large hitbox with many active frames. 5LL, 5LLL, and j.H have massive hitboxes, and 5LLL is practically an anti-air.
- Decent Neutral: Both of his aerial special moves go far distances, and the aforementioned normals go along with his beam to aid this sentiment.
- Corner Carry: The easiest corner carry in the game from anywhere with j.236M/H.
- Neutral-Dominant Assists: Both A and B control big portions of the screen. C isn't too shabby either.
- Fairly One-Dimensional: When his gimmicks stop working, Black heavily struggles opening up opponents that have proper defense.
- High/Low: Black's only low is an ordinary 2M, and is exacerbated by his already weak mix-up game.
- Level 3 Oki: Black's level 3 Super has below-average damage when scaled, and also has no true Okizeme.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
Template:J.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
God Slicer
God Slicer 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Instant Transmission
Instant Transmission 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Fierce God Kick
Fierce God Kick j.214L/M/H |
Template:AttackDataHeader-DBFZ |
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Black Kamehameha
Black Kamehameha 236S |
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Binding Black Kamehameha
Binding Black Kamehameha 214S |
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Z Assists
Assist A
Black Kamehameha Assist A |
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Assist B
Godly Severance Assist B |
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Assist C
Fierce God Kick Assist C |
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Super Moves
God Slicer Dance
God Slicer Dance 236L+M (Air OK) |
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Holy Light Grenade
Holy Light Grenade 236H+S (Air OK) |
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The Work of a God
The Work of a God 214L+M or 214H+S (Air OK) |
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To edit frame data, edit values in DBFZ/Goku Black/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.