DBFZ/Goku Black: Difference between revisions

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{{CharData-DBFZ|GokuBlack}}
{{#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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* 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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* 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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  |startup= 18|active= |recovery= |frameAdv=
  |startup= 18|active= |recovery= |frameAdv=
  |description=
  |description=
* Upward slash with God Slicer.
* Consumes Goku Black's Smash on hit.
* Has anti air properties and keeps Goku Black grounded, allowing cancels into multiple options.
* Deals extended hitstun if Smash is available.
* Infamous for having an extremely good hitbox.
* Head attribute invincible during start-up and active frames.
* Also moves Goku Black forward.
* Deflects Ki blasts.
* Can deflect 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=
* Aerial chop.  
* Double jump cancelable.
* Great air to air normal.
* 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.
* Alright as a jump-in attack but mostly serves as combo filler.
* 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.
* Downward flip kick.
* Knockdown state depends on Smash utilization.
* Great jump-in normal and starter.
* Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball.
* Shares the same animation as 6M.
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 Ki blast that is angled somewhat downward.
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.
* Mostly used in combos, but good to throw out in neutral on occasion.
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  |startup= 13|active= |recovery= |frameAdv=
  |startup= 13|active= |recovery= |frameAdv=
  |description=
  |description=
* Upward split kick.
* Double jump cancelable.
* Useful for extending combos by launching enemies further up and can also be used to hit opponents above.
* 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 his version of the Kamehameha across the screen.  
* Plows through ki blasts.
* A strong and versatile tool overall.
* Is Goku Black's assist.
* Can be followed up with a Vanish.
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.
* 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.
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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 Black Kamehameha.
* [] is if the grab whiff.
* You can not block Zamasu's grab, but you can jump or move out of the way.
* Whiff version scales like the normal Kamehameha, grab version is highly scaled like most grabs.
* Even if Zamasu misses the grab, Goku Black will still fire off the Kamehameha.  
* The whiffed Binding Black Kamehameha has less active frames, longer start-up, and 2 less hits compared to the normal Black Kamehameha.
* The stand-alone Kamehameha is considerably less active and has fewer hits than the regular version as well as having a slower startup.
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.
* [] 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.
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Goku Black fires a Black Kamahameha.
* Same as Goku Black's Black Kamehameha.
* Considered to be the standard beam assist alongside Super Saiyan Goku's Kamehameha assist.
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.
* 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.
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Costs 1 bar of meter.
* Is Goku Black's Ultimate Z Change Super.
* Goku Black unleashes a barrage of minor Ki blades that embed themselves in the opponent before detonating them all.
* Minimum damage is the same regardless of how many ki blades land. Minimum is 720.
* The explosion does a varying amount of damage depending on how many Ki blades hit. However, the minimum damage is consistent.
* Cinematic follow up doesn't play unless at least one projectile hits the opponent.
* Ki blades uses the current combo's scaling. So the minimum damage is either 7*18, 720 or 5*18, 720.
* Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks.
* The projectile priority of this super is pretty low so it can be eaten up by other projectiles fairly easily.
* Unlike all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts.
* Will not go into the explosion animation unless at least one projectile hits the opponent.
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.
* Considered a cinematic animation so nothing else can happen during it.
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Costs 1 bar of meter.
* Minimum damage is 300, 480.
* 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.
* Goku Black jumps into the air to prepare the attack if he does this super on the ground.
* Carries an airborne opponent all the way to the ground, making this useful for Ultimate Z Changes.
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.
* Loop-able with the right assists or against certain enemies.
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Costs 3 bars of meter.
* Minimum damage is 1703.
* Minimum damage is 1512.
* 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 Goku Black then spawn from the rift and rapidly attack the opponent before Goku Black finishes off with another rift tearing strike.
* Results in a hard knockdown on hit.
* Acts as Goku Black's only invincible reversal.
* Projectile clashes with other supers, beats ki blasts and other non-super projectile.
* Causes a true hard knockdown.
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.
* Final strike sends the enemy flying away so it can be difficult to have good okizeme unless used close to the corner.
  }}
  }}
}}
}}


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{{CharLinks-DBFZ|GokuBlack}}
{{#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
DBFZ GokuBlack Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced

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
  • 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.
  • 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. 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.
  • Little to no defensive options. His only reversal is very expensive, generally making it risky to use.


Normals

5L
5L
DBFZ GokuBlack 5L.png
Because, Vegeta,
DBFZ GokuBlack 5LL.png
a rose by any other name
DBFZ GokuBlack 5LLL.png
is still Goku.
400 All - 6 - - 700 All - 11 - - 1000 All - 14 - -
5M
5M
DBFZ GokuBlack 5M.png
Yo, check out this cool ring I got. Makes me immune to plot holes.
700 All - 10 - -
5H
5H
DBFZ GokuBlack 5H.png
Subarashii.....
850 All - 14 - -
5S
5S
DBFZ GokuBlack 5S.png
"Is it not beautiful?"
850 [600] All - 13 - -
2L
2L
DBFZ GokuBlack 2L.png
400 All - 8 - -
2M
2M
DBFZ GokuBlack 2M.png
700 Low - 12 - -
2H
2H
DBFZ GokuBlack 2H.png
This is the 2H of a God!
850 All - 18 - -
6M
6M Why it's orange we may never know.
850 High - 24 - -
j.L
j.L
DBFZ GokuBlack jL.png
400 High - 6 - -
j.M
j.M
DBFZ GokuBlack jM.png
700 High - 9 - -
j.H
j.H
DBFZ GokuBlack jH.png
Goku is the new Black.
850 [1000] High - 13 - -
j.S
j.S 50 Shades of Akuma.
600 All - 13 - -
j.2H
j.2H
DBFZ GokuBlack j2H.png
Legs.
850 All - 13 - -

Specials

God Slicer
God Slicer
236L/M/H (Air OK)
DBFZ GokuBlack GodSlicer.png
To the corner with you!
250, 800 All - - - 250*4, 800 All - - - 250*4, 800 All - - -
Instant Transmission
Instant Transmission
214L/M/H
DBFZ GokuBlack InstantTransmission.png
*teleports behind you*
DBFZ GokuBlack InstantTransmission2.png
Nothing personnel, kid.
- - - - - - - - -
Fierce God Kick
Fierce God Kick
j.214L/M/H
DBFZ GokuBlack FierceGodKick.png
Straight From Heaven
900 All - - - 400, 800 All - - - 400, 1000 All - - -
Black Kamehameha
Black Kamehameha
236S
DBFZ GokuBlack BlackKamehameha.png
"Anime players have no neutral."
262*5 All - - -
Binding Black Kamehameha
Binding Black Kamehameha
214S
DBFZ GokuBlack BindingBlackKamehameha.png
Bind 'em, then Blast 'em
262*5 [262*3] Throw [All] - - -

Assist

Black Kamehameha
A1/A2
DBFZ GokuBlack BlackKamehameha.png
An Assist that even the Gods would be envious of.
200*5 All - - -

Supers

God Slicer Dance
God Slicer Dance
236L+M (Air OK)
DBFZ GokuBlack GodSlicerDance.png
"Punishment of the gods!"
DBFZ GokuBlack GodSlicerDance2.png
"Taste my blade!"
50*18, 1600~2000 All - - -
Holy Light Grenade
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."
1000, 1600 All - - -
The Work of a God
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.
4015 All - - -


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