DBFZ/Fused Zamasu

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Overview

Overview

Zamasu (Fused) is a pressure character with the mix-ups and combos of a god. His unique mechanic, Heaven’s Flash, gives him the ability to fly and lets him do everything from skipping neutral, to mix-ups, to combos, you name it. Zamasu's toolset is complex and can be daunting at first glance, but what it offers when in the right hands is monumental. To start off, Wall of Light; one of his most important tools gives him fiendish mix-up capabilities, enhanced okizeme, and creative combo structures. Blades of Judgment, his Hellzone-style super, provides him with oppressive oki options and insane combo damage, letting him ToD from nearly any starter given the resources to do so. To top it all off, Heaven’s Flash also provides him with Heaven’s Warp, this move is everything to Zamasu as it gives him the ability to phase through Super Dash, create even more mix-ups, and skip neutral entirely.

However, Zamasu is heavily momentum dependent, and will need some edge on his side such as resources or assists to lay on the damage and pressure. Should he be caught without them he'll be forced to take to the skies for a while, and the Zero Mortals Plan could be put to an end before it even begins. Overall, Zamasu is a complicated but deadly combo and mix machine who can obliterate his opponents any way he likes.

"I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!"
Lore:When Goku Black and Future Zamasu perform a Potara fusion, the two combine to form a dangerous villain that combines unlimited power with unending life. The combination of their bodies and powers also increases their egos in equal measure, as the Fused Zamasu considers himself the ultimate god that will purge mortals from all of existence. Ironically, he would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.
Playstyle
Fused Zamasu is a mix-up character who rules the skies with his unmatched mobility.
Pros Cons
  • Heaven's Flash: Key to Zamasu's gameplan and what makes him stand out. Gives him mobility, mixups, and tricky neutral heavy on surprise crossups. Also great for running away, making Zamasu very slippery.
  • Cataclysmic Damage: Zamasu spends meter very well thanks to Blades of Judgement. His damage quickly becomes unrivaled if he's able to get going, getting 7k easily and able to TOD off of nearly anything.
  • Solo Mixup Confirms: Zamasu's orbs let him use an autocombo tick throw and combo off of 6M solo, making his pressure much scarier.
  • Style of a God: All of Zamasu's moves look really pretty. Even his Ki Charge animation has it's own little flair to it.
  • Wants Friends: Zamasu needs a little help from his team. He needs some resources to deal damage, while using assists to cover him while he is flying. Without them, Zamasu will be forced to navigate the screen using Flight, and his damage becomes underwhelming.
  • Bad Level 3: Slow and not good as a reversal. At least it tracks.

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
5LL 700 All - 9 4 17 -5 -
5LLL 1000 Throw U3+ 11 1 23 - -

5L
  • Great reach but 2L will whiff if chained at max range.

Good range and frame advantage. Staggering from 2L, into 2L, back into itself, or for setting up a dragon rush is all quite simple and powerful thanks to the range.


5LL
  • Blockstring and combo filler.
  • Slower than 5M, on clash do 5L > 4L > 5M.

Advances forward slightly, but mostly just blockstring and combo filler.


5LLL
  • Command grab.
    • Tick throw can be set up with assists or Wall of Light.
    • Without assists or Wall of Light, 5LL has too much blockstun for 5LLL to connect.

Can be used as a tick throw setup with a low blockstun assist, or with a properly timed use of his orbs. You can do some silly stuff like using this to style on people trying to reflect delayed normals in your strings, but if you're gambling on them respecting so much you should just try to get away with orbs instead.

5M

5H

5S

2L

2M

2H

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Eternal Justice

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236L 1100 All - 15 4 15 -3 -
236M 1200 All D1 20 4 16 -4 -
236H 1300 All D1 16 4 15 -3 -
j.236L 1100 All - 15 4 20 - -
j.236M 1200 All D1 21 4 20 - -
j.236H 1300 All D1 16 4 20 - -

All Versions
  • All versions keep dash momentum so you can 2366L/M/H to cover ground.
  • Press S on hit, block, or whiff to trigger Heaven's Flash.
    • Flight cancel is -5 on block.

236L
  • In the corner it reliably sets up a 50/50 with certain assists or on hit leads into his BoJ routes.
  • 236L~S keeps Zamasu in place.

Your safe, gapless blockstring ender. 2M > 5H > 236L is your main grounded assist combo filler due to its high overall damage.


236M
  • Important combo tool, gives a sliding knockdown.
  • Combos reliably after a 236S wallbounce.
  • Air version starts up 1f SLOWER than grounded version.
  • 236M~S pushes him back.

Great move thanks to its incredible range. Like many of his specials, his flight version is better, but this isn't too shabby either as the immense range lets Zamasu bully even outside of flight.


236H
  • Functionally a faster 236M with a slightly longer knockdown.
  • 236H~S shoots him forward, going over the opponent.

Used for when you can't combo into M version, gives a sliding knockdown. Combos into Blades of Judgement midscreen and can give Zamasu his corner 236L~S mixups midscreen for the cost of half a bar.

Wall of Light

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
214L 700×2 All - 126 - Total 15 +15 -
214M 700×2 All - 219 - Total 38 +15 -
214H 700×2, 700×2 All - 126 X(94)X Total 35 +15 -
j.214L 700×2 All - 126 - Total 38 +15 -
j.214M 700×2 All - 219 - Total 42 +15 -
j.214H 700×2, 700×2 All - 126 X(94)X Total 38 +15 -

All Versions
  • Freezes Zamasu in place while preserving (some of) his momentum.
  • The orbs disappear if you take damage, block anything, activate a super, or land or break a Dragon Rush.
  • Slow startup but whiff cancelable into Heaven's Flash.

214L
  • Orbs hit on frame 126.

5L > 5H > 236M right after the ending of this move will ensure lightning hits, extending the combo. Alternatively, IAD j.ML > land > 5L > slight delay 5LL (lightning hits) > slight delay 5LLL will result in a tick throw. It can also be a low if you use 2M instead of 5LLL, making a strong 50/50 but can be fuzzy jumped. Use 2H to beat fuzzy jump and mash if the opponent knows about this.


214M
  • Orbs hit on frame 219.

Even slower than L version, useful for tricky mixups after an assist has been called or extending your turn after a longer solo blockstring.


214H
  • Orbs will shoot out twice, first wave on frame 126, the second on frame 216.

Can allow for unique combo extensions, especially when used in conjunction with flight combos.

Divine Order

236S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236S 1100 All U1+ 18~22 3 26 -5 18~22-22~26 Ki Blasts
236[S] 1100, 900 All U1+ 25 3, X Total 61 -3 25-29 Ki Blasts
j.236S 1100 All U1+ 18~22 3 26+7L - 18~22-22~26 Ki Blasts
j.236[S] 1100, 900 All U1+ 25 3, X Total 65+7L - 25-29 Ki Blasts

236S
  • Has smash properties and will trigger a wallbounce, even midscreen.
  • The blade's hitboxes can deflect Ki blasts.
  • Always leaves a 3-frame gap on block if chained into from medium or heavy attacks.

Zamasu's primary midscreen combo extender. Has an enormous hitbox, better in some scramble situations than you'd realize thanks to it covering a huge horizontal and vertical space on the screen.


236[S]
  • Shoots a projectile that clashes with beams and can not be superdashed through.
  • At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.
    • Links into 5L in the corner.

The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams. Instead, use this tool to force a jump, and then jail your opponent with an assist.

Heaven's Flash

214S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
214S - - - - - Total 24+7L - -
j.214S - - - - - Total 16+7L - -

Zamasu's flight. The single most important tool in his arsenal. A Zamasu who can't fly is a dead Zamasu.

  • You can only fly once per jump.
  • Buttons will now give you special attacks without having to manually input them.
  • You can move around while doing attacks during flight.
  • Attacking or blocking will end the flight.
  • Assists will not begin cooldown until your flight ends.
  • Grounded flight puts you at a set height in the air.
  • Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion (2147S) to take advantage of this.
  • Flying can still be cancelled into superdash, as well as a special airdash that warps Zamasu forward and can pass through the opponent.

Movement during flight is superb, and you can still block so there's very few downsides. Being locked only using mid-hitting special moves is absolutely nothing to worry about given your extremely speedy dash that crosses up. If you need to high/low someone, fly/unfly with an assist is a quick and easy way to do it.

Flight lasts extremely long and has no landing recovery. If your approach doesn't seem great, just dash out, land, and start flying again. Although there's so little reason for doing this.

Heaven's Flash Moves

Heaven's Warp

fl.66 or fl.6H+S or fl.44 or fl.4H+S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - Total 13 - 1-9 All

  • Teleports a fixed distance.
  • Maintains air action.
  • Passes through opponents at certain heights.
  • Frame 1 invincible.

Heaven's Warp (often just called "dash", "teleport" or "warp") is everything you could ever ask for. It's invincible from the very first frame, giving Zamasu a way to fight superdash by simply going through it. It gives better mixups from flight as he keeps his air action and can set up high/low/left/rights from anywhere. All of flight's tools become exponentially better when flight cancelled; he can use it to approach behind Divine Order and be plus on block from halfscreen or greater with little to no commitment, use it for surprise overheads after shooting, and all around make his opponent paranoid of everything in the neutral game. Appropriate use of this is how you win.

fl.S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400×1~3 All - 15 - Total 41 - -

  • Can be repeated 3 times in total.
  • Basic Ki Blast.
  • Has more hitstun that the basic j.S.
    • Combos into Dragon Rush in the corner.

Neutral and combo tool. Combos into fl.M for Blade of Judgement combos. Outrageous and obnoxious thanks to flight's speed and Zamasu's free movement while firing. Cancel into Heaven's Warp if the opponent superdashes at you.

Benefits particularly well from Flight's lack of recovery. You can still airdash, superdash, or go into normals to defend yourself from the landing recovery should this whiff. And if it doesn't whiff then you can just dash cancel and remove the landing recovery altogether while also making yourself plus. In the end, your reliance on this move will come down to how much you feel like annoying your opponent, as fl.M is still somewhat better for the approach.

fl.2H

Eternal Justice

fl.L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
fl.L 1100 All D1 15 4 20 - -
fl.M 1200 All D1 21 4 20 - -
fl.H 1300 All D1 16 4 20 - -

All Versions
  • Cancelable into flight cancel or Heaven's Warp (dash).
  • Can be steered up or down as Zamasu is charging forward, letting you hit crouching opponents.
  • Data in parenthesis refers to dash cancel.

fl.5L
  • Provides sliding knockdown on hit.

Not as useful as fl.M.


fl.5M
  • Combos reliably after fl.[S].
  • Provides a lengthy sliding knockdown.

Gives plenty of advantage on hit and combos into Blades of Judgement. Also gives plenty of time to set up Wall of Light. Because of this, it's your best corner combo ender. The best way to do this is set up a combo into an assist, then do 214S~[S]~M. Flight version gives plenty of advantage on hit and combos into Blades of Judgement.


fl.5H
  • Provides a ground bounce sliding knockdown.

Can be combo-ed out of if used close enough to the ground with Flight Cancel > 5M.

Wall of Light

fl.4L/4M/4H

Divine Order

fl.6S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Uncharged 1100, 900 All U1+ 20~24 3, X Total 60~64+7L - 20~24-24~28 Ki Blasts
Charged 1100, 900 All U1+ 25 3, X Total 65+7L - 25-29 Ki Blasts

fl.6S
  • Slower than the regular air version, but always fires the projectile.
  • Can only be cancelled into dash if the PHYSICAL attack is hit or is blocked.
  • Rather unsafe if not cancelled due to the recovery, Zamasu still has to wait for the projectile to travel offscreen.

fl.6[S]
  • Shoots a projectile that clashes with beams and can not be superdashed through.
  • At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.
  • Automatically performs Heaven's Warp at max charge, leaving Zamasu always plus.

Z Assists

Assist A

Divine Order

Assist B

Eternal Justice

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800 All - 20 - - +29 -

  • Quick lariat assist, that's about it

This assist managed to go over a year on the Dustloop Wiki without anyone ever adding a description or caption to it. That should tell you how noteworthy it is.

In truth, it's not a bad assist at all. Its quick startup and decent blockstun lend it to similar use as Bardock A, but it still suffers from the strange hitbox of Zamasu's own lariat, combined with his A assist being somewhat harder to pass up for this. A bunch of characters have strike assists like this, but Zamasu's massive projectile wall from his A assist is unique.

Assist C

Divine Authority

Super Moves

Divine Wrath

236L+M (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236L+M 700, 400×3, 800 All UDV 7+4 - - -19 -
j.236L+M 700, 400×3, 800 All UDV 7+4 - - -19 -

  • On the way down the ball hits for 700, explosion does 400*3, 800.
  • Minimum damage is 210, 120*3, 240 (810)
  • Descending ball super. If done high enough, DHC'ing into a faster super allows for Frieza-esque extensions thanks to the long descent and explosion animation.
  • If you setup his Blades of Judgment super during a combo and input this immediately after, the blades will catch as the ball ends, allowing for extension.

Basic ball super. Useful for DHCs thanks to its ground explosion.

Blades of Judgment

236H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236H+S (100, 350)×18 All UDV 9+35 100 Total 42 - -
j.236H+S (100, 350)×18 All UDV 9+35 100 Total 44 - -

  • The blades obscure Zamasu significantly on the ground, allowing for ambiguous mix-ups while the opponent is locked down.
  • Wormholes disappear as soon as Zamasu tags out.
  • Each blade does 100 damage and ground bounces airborne opponent.
  • Each explosion does 350 damage and pops the opponent up.
  • Always shoots down at the same angle, activating Blades of Judgment at various heights on screen can yield different results and unique situations.
  • Every hit perpetuates scaling, but has the initial scaling of M normals (uses the least scaling table). Combos following after this super will have 15% minimum damage.
  • Doesn't have a high minimum damage like other supers, and will inherit the scaling of the current combo.

Zamasu's key meter dump tool. You'll be using this a lot. On its own it has high startup and mediocre, inconsistent damage. The real use of Blades of Judgement is as an expensive combo piece, not as an ender like most supers. Properly, it can give Zamasu 7,000 damage and a knockdown in many routes. With assists it only gets higher, so make sure your team is able to use this to maximize Zamasu's potential.

Can also simply be used at the end of a combo for some okizeme similar to a traditional Hellzone assist, but this is a bit more limited due to the angle.

Most assists can also combo into this super in the corner. Some need Divine Order, others need a 5H, and some require a smash. Most C assists, Bardock B, and other high hitstun assists allow this to be used twice in one combo.
Solo, can be comboed into solo after 236H, though do so closer to the ground to ensure it connects. You can also combo into it from 236M in some routes, letting you get straight to the damage.

Lightning of Absolution

214L+M (Air OK) or 214H+S (Air OK)

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Color 131
Color 141
Color 151
Color 161
1Seasonal costumes that are only available at certain times of the year.

External References

Navigation

Zamasu (Fused)
Ambox notice.png To edit frame data, edit values in DBFZ/Fused Zamasu/Data.

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