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* 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. | ||
* 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. | * 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. | ||
* | * Some of the best assists in the game, which can be used to extend combos or to pressure opponents. | ||
| 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. | ||
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* 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. | ||
* SUBARASHI | |||
|- | |- | ||
|} | |} | ||
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* Performing the move as 6S makes the projectile travel instantaneously. | * Performing the move as 6S makes the projectile travel instantaneously. | ||
* Super important in the corner, as it lets you confirm superdash off of it if you've used smash on anything | * Super important in the corner, as it lets you confirm superdash off of it if you've used smash on anything | ||
* Can now go from 5S into 5H or 2H for more 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. | 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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{{Description|7|text= | {{Description|7|text= | ||
* Cancels into 5L, even on whiff. | * Cancels into 5L, even on whiff. | ||
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 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. | |||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Costs | * Costs 0.5 bar of meter. | ||
* Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab. | * 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. | * Has all the advantages of the Medium version combined with the speed of the Light version. | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Costs | * Costs 0.5 bar of meter. | ||
* Teleport to the air directly behind the opponent. | * Teleport to the air directly behind the opponent. | ||
---- | ---- | ||
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}} | }} | ||
==Assist== | ==Z Assists== | ||
======<font style="visibility:hidden;font-size:0">Assist A</font>====== | |||
{{MoveData | {{MoveData | ||
|name=Black Kamehameha | |name=Black Kamehameha | ||
|input= | |input=Assist A | ||
|image=DBFZ_GokuBlack_BlackKamehameha.png |caption=An Assist that even the Gods would be envious of. | |image=DBFZ_GokuBlack_BlackKamehameha.png |caption=An Assist that even the Gods would be envious of. | ||
|data= | |data= | ||
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* Same as Goku Black's Black Kamehameha. | * 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 longer after launching his attack. | 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 longer after launching his attack. | ||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | |||
{{MoveData | |||
|name=Divine Severance | |||
|input=Assist B | |||
|image=DBFZ_GokuBlack_5LLL.png |caption=COMING THROUGH | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist B}} | |||
{{!}}- | |||
{{Description|7|text= | |||
MASSIVE anti air, great for combos and stopping super dash. | |||
}} | |||
}} | |||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | |||
{{MoveData | |||
|name=Fierce God Kick | |||
|input=Assist C | |||
|image=DBFZ_GokuBlack_FierceGodKick.png |caption=Strider called... | |||
|image2=DBFZ_GokuBlack_jH.png |caption2=...he wants Vajra back. | |||
|data= | |||
{{AttackDataHeader-DBFZ}} | |||
{{!}}- | |||
{{#lsth:{{PAGENAME}}/Data|Assist C}} | |||
{{!}}- | |||
{{Description|7|text= | |||
*Dive kick assist. | |||
*Can actually track the opponent anywhere on screen, but the tracking can be tricky to get used to. | |||
*Due to it being able to track, it can be a really good assist to use in neutral and can set up really stylish combos. | |||
}} | }} | ||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Is Goku Black's Ultimate Z Change Super. | * Is Goku Black's Ultimate Z Change Super. | ||
* Minimum damage is the same regardless of how many ki blades land. Minimum is | * Minimum damage is the same regardless of how many ki blades land. Minimum is 810. | ||
* Cinematic follow up doesn't play unless at least one projectile hits the opponent. | * 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. | * Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks. |
Revision as of 15:27, 26 February 2020
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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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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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
5H |
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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
5S |
Template:AttackDataHeader-DBFZ
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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
2L |
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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. |
2M
2M |
Template:AttackDataHeader-DBFZ
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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. |
2H
2H |
Template:AttackDataHeader-DBFZ
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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. |
6M
6M |
Template:AttackDataHeader-DBFZ
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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. |
j.L
j.L |
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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. |
j.M
j.M |
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Aerial roundhouse kick that serves as a decent jump-in attack but it is primarily used as combo filler. |
j.H
j.H |
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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. |
j.S
j.S |
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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. |
j.2H
j.2H |
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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. |
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 |
Template:AttackDataHeader-DBFZ
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Goku Black unleashes a Kamehameha that goes full screen. Cannot be angled or used in mid-air which limits its usefulness, but it recovers 2 frames faster than SSJ Goku's or Gohan's beams. This is Black's best zoning tool as well as a decent frame trap when it is used after a heavy on block. |
Binding Black Kamehameha
Binding Black Kamehameha 214S |
Template:AttackDataHeader-DBFZ
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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. |
Z Assists
Assist A
Black Kamehameha Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Divine Severance Assist B |
Template:AttackDataHeader-DBFZ
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MASSIVE anti air, great for combos and stopping super dash. |
Assist C
Fierce God Kick Assist C |
Template:AttackDataHeader-DBFZ
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Super Moves
God Slicer Dance
God Slicer Dance 236L+M (Air OK) |
Template:AttackDataHeader-DBFZ |
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Holy Light Grenade
Holy Light Grenade 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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The Work of a God
The Work of a God 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.