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{{ | {{#lsth:DBFZ/Goku Black/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
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| style="width: 50%;"| | | style="width: 50%;"| | ||
* Simple core gameplan and very low execution BnBs, which are generally universal. | * Simple core gameplan and very low execution BnBs, which are generally universal. | ||
* God Slicer blades grant him huge disjointed attacks that deflect ki blasts. | |||
* 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. | * 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. | * With meter, he has access to the best corner carry in the game. Can send opponents to the corner from nearly anywhere. | ||
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| style="width: 50%;"| | | style="width: 50%;"| | ||
* Fairly simple to deal with if the enemy is familiar with the matchup. | * Fairly simple to deal with if the enemy is familiar with the matchup. | ||
* Only low is 2M, which hurts his mixup game. | * Only low is 2M, which hurts his mixup game. | ||
* Somewhat slow startup and recovery on some of his moves. | * Somewhat slow startup and recovery on some of his moves. This also hurts his mixup game a lot, as some of his strongest tools for mixups (214L/M/H and 214S) have telegraphed startups that can make them easy to react to. They are still good tools, but this hurts Black a lot. | ||
* NEEDS assists in order to make his pressure safe. By himself, he struggles to open up opponents with competent defense. | * 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. | * Little to no defensive options. His only reversal is very expensive, generally making it risky to use. | ||
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{{ | {{#lst:DBFZ/Goku Black/Data|Links}} | ||
<br clear=all/> | <br clear=all/> | ||
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|startup= 18|active= |recovery= |frameAdv= | |startup= 18|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Consumes Goku Black's Smash on hit. | ||
* | * Deals extended hitstun if Smash is available. | ||
* Head attribute invincible during start-up and active frames. | |||
* Deflects Ki blasts. | |||
* Press H to cancel into Super Dash. | |||
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. | |||
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|startup= 24|active= |recovery= |frameAdv= | |startup= 24|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Same hitboxes as j.H. | |||
* Universal overhead. | * Universal overhead. | ||
* Jumps over lows. | |||
Goku Black does a short hop into a flip kick, hitting opponents overhead. Very basic, Black has other tools that can do the same job. Requires an assist or Sparking Blast to convert a successful hit into a combo. | |||
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|startup= 6|active= |recovery= |frameAdv= | |startup= 6|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Double jump cancelable. | ||
* | * Cancels into itself. | ||
Aerial chop that makes a good air-to-air normal due to its horizontal range. Its vertical range leaves much to be desired, resulting in whiffs during combos if the opponent is slightly below Goku Black. This also makes it difficult to hit short characters crouching and makes it near impossible for Black to set up fuzzies. | |||
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|startup= 9|active= |recovery= |frameAdv= | |startup= 9|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Aerial side kick | * Double jump cancelable. | ||
* Reverse beats into j.L. | |||
Aerial side kick that serves as a decent jump-in attack but it is primarily used as combo filler. | |||
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|description= | |description= | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* | * Knockdown state depends on Smash utilization. | ||
* | * 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. | |||
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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= 50 Shades of Akuma | |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= | ||
Standard air ki blast that is angled diagonally downward. Used to end air combos with either the light or heavy version of God Slicer, the former for follow-up supers and the latter for a corner knockdown. Can poke opponents to button check them in neutral, leading into a combo on hit if vanish canceled. Be wary, this ki blast is beaten by higher priority projectiles, super armored moves, and Super Dash. | |||
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|startup= 13|active= |recovery= |frameAdv= | |startup= 13|active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Upward split kick | * Double jump cancelable. | ||
* Consumes Smash on hit. | |||
* Launches higher with more hitstun if Smash is available. | |||
* Press 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. | |||
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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. | |||
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{{AttackData-DBFZ | {{AttackData-DBFZ | ||
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|damage=262*5 |guard=All | |damage=262*5 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Goku Black unleashes | * Plows through ki blasts. | ||
* Is Goku Black's assist. | |||
Goku Black unleashes a Kamehameha that goes full screen. Cannot be angled or used in mid-air, limiting its usefulness. This is Black's best zoning tool as well as a decent frame trap when it is used after a heavy on block. | |||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Zamasu appears behind the opponent and grabs them while Goku Black fires a | * [] is if the grab whiff. | ||
* Whiff version scales like the normal Kamehameha, grab version is highly scaled like most grabs. | |||
* The whiffed Binding Black Kamehameha has less active frames, longer start-up, and 2 less hits compared to the normal Black Kamehameha. | |||
Zamasu appears behind the opponent and grabs them while Goku Black fires a Kamehameha. Even if Zamasu misses the grab, Goku Black will still fire off the Kamehameha. As a full screen command grab, this move is an important tool in Black's mix-up game. Use sparingly as this move is fairly easy to avoid by either jumping or hitting Black during the long start-up. | |||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Goku Black | * Same as Goku Black's Black Kamehameha. | ||
Goku Black warps in and unleashes a Kamehameha that goes full screen. This beam assist is fantastic at controlling space, keeping opponents locked down, and for extending combos. Pairs well with Super Saiyan Goku's Kamehameha assist for double beam coverage. Goku Black's assist comes out faster and recovers slower than SS Goku's, leaving him vulnerable for after launching his attack. | |||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Is Goku Black's Ultimate Z Change Super. | ||
* Goku Black unleashes a barrage of | * Minimum damage is the same regardless of how many ki blades land. Minimum is 720. | ||
* Cinematic follow up doesn't play unless at least one projectile hits the opponent. | |||
* Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks. | |||
* Unlike all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts. | |||
Goku Black unleashes a barrage of ki blades that embed themselves in the opponent before detonating. The explosion's non-minimum damage depends on how many ki blades hit. However, the minimum damage is consistent so it 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. Doesn't provide a knockdown and it does less damage than his other level 1 super so use that one instead whenever possible. | |||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Minimum damage is 300, 480. | * Minimum damage is 300, 480. | ||
* Goku Black and Zamasu both create a sphere of Ki | * Goku Black jumps into the air to prepare the attack if he does this super on the ground. | ||
Goku Black and Zamasu both create a sphere of Ki in their hands, then combine them into a more powerful sphere before dropping it on the enemy. Opponents trapped in it are carried all the way to the ground, making this useful for Ultimate Z Changes. Hits once at the beginning, once at the end, and hits multiple times in the middle based on how far the opponent is carried by the ki sphere. Depending on who Black's opponent is and where they are on the screen, this super can be looped into itself multiple times. | |||
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|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * Minimum damage is 1703. | ||
* | * Invincible on start-up. | ||
* 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 | * Results in a hard knockdown on hit. | ||
* Projectile clashes with other supers, beats ki blasts and other non-super projectile. | |||
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 Black then spawn from the rift and rapidly attack the opponent before he finishes off his flurry of attacks with another rift tearing strike. Inflicts a hard knockdown on the opponent giving Black the chance to do a safe jump and continue his offense, though the knockback makes it difficult to use outside of the corner. This move is Goku Black's only invincible reversal but it is both expensive and risky so use it wisely. | |||
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{{ | {{#lsth:DBFZ/Goku Black/Data|Links}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category: Goku Black]] | [[Category: Goku Black]] |
Revision as of 05:21, 18 February 2019
Goku Black |
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Overview
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
Strengths | Weaknesses |
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Normals
5L
5L |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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2M
2M |
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2H
2H |
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6M
6M |
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j.L
j.L |
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j.M
j.M |
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j.H
j.H |
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j.S
j.S |
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j.2H
j.2H |
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Specials
God Slicer
God Slicer 236L/M/H (Air OK) |
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Instant Transmission
Instant Transmission 214L/M/H |
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Fierce God Kick
Fierce God Kick j.214L/M/H |
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Black Kamehameha
Black Kamehameha 236S |
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Binding Black Kamehameha
Binding Black Kamehameha 214S |
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Assist
Black Kamehameha A1/A2 |
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Supers
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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