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At a glance, the most obvious unique quality you may see in Zamasu is his flight; however, that is but one facet of this mixup and combo god. Zamasu's toolset is complex and can be daunting at first glance, but what they offer is titanic too. Being the only flight mechanic in the game, Heaven's Flash can be tough for your opponent to find an answer to, and gives him a unique brand of mobility; Blades of Judgment, his Hellzone-style super, provides him with oppressive oki options and insane combo damage at the cost of meter; and Wall of Light, arguably his most important tool, adds a whole new dimension to his pressure and combos, from fiendish mixup capabilities to enhanced okizeme and creative combo structures. Combine all that, and you get a complicated but deadly combo machine who can decimate his opponents any way he likes, with a mind-boggling number of possible TOD scenarios.
Zamasu is far from perfect, however: his neutral is nothing you can sing praises for, with 5S being a single ki blast that whiffs against all crouching opponents (even Broly, apparently, I don't know how that's possible) and small characters, and his beam-type projectile having a slow startup due to needing to be charged. His godly mixes and damage also come entirely from spending resources like assists and meter, and without them, his gameplan crumbles.
|"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.|
|Fused Zamasu is a divinely empowered pressure character with the ability to delete your health bar in the most absurd ways, but suffers from a lackluster neutral and very high need for resources.|
- 5L has good range and frame advantage.
- Good for staggering from 2L, into 2L, back into itself, or for setting up a dragon rush.
- 5LL advances forward slightly, but mostly just blockstring and combo filler.
- 5LLL can be used as a tick throw setup with a low blockstun assist, or with a properly timed use of his orbs.
- This move will beat deflect if your opponent goes for it... and is a useful stagger tool if you're willing to learn how to set up a tick throw for threat.
- Long range, but very punishable on whiff.
- As Zamasu lacks a slide, this is his best advancing normal.
- Zamasu does a swinging midair kick that smashes, useful in pressure and combos.
- Cancelling 5H into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.
- Combos into 236S reliably.
- Whiffs on all crouchers, and versus small characters.
- Can go over low high-priority beam attacks such as Goku's Kamehameha.
- Can be chained twice.
- Great stagger tool in Season 3. 5L2L or 2L5L are great ways to prep your opponent for a dragon rush. 2L-4L will also work, with the added benefit of beating most low-hitting 2Ls.
Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.
- Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.
- Has a smaller hitbox than it seems.
- It's a fantastic stagger button when a bit further away.
- Small horizontal range.
- Large spherical hitbox above Zamasu's head, but will not hit crossups.
- Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.
- The aggressive angle makes it perfect for instant air dash mixups and sniping SD attempts.
- Allows for a double overhead after IAD j.M.
- Decently active and good range for air-to-airs.
- Allows for a double IAD overhead in conjunction with j.L.
-  is on Smash hit.
- Flight cancels allow for multiple overheads.
- Deceptive horizontal reach.
- Can be repeated 3 times in total.
- Basic lv. 1 projectile.
- Completely resets your momentum, making you fall straight down afterward.
Zamasu's only actual neutral tool at full screen, as his 5S can be negated just by crouching and j.236[S] is too slow.
-  is on Smash hit.
- Spikes the opponent at a slightly more vertical angle than j.H.
- Ground bounces grounded opponent, though can't be extended with Vanish.
- Combos off of j.S.
- Only normal that can be done while in flight.
- Can be used as another overhead making him even tricker to block.
236L/M/H (Air OK)
- Your safe, gapless blockstring ender.
- In the corner it reliably sets up a 50/50 with the right assists or on hit leads into his BoJ routes.
- Using it in flight gives sliding knockdown on hit.
- 236M is an important combo tool, gives a sliding knockdown.
- Combos reliably after a 236S wallbounce.
- Air version starts up 1f SLOWER than grounded version.
- Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.
- Heaven's Flash > M provides a lengthy sliding knockdown.
- Heaven's Flash > M is your main way of comboing into Blades of Judgement in assisted combos.
- 236H used for when you can't combo into M version, gives a sliding knockdown.
- Consistently combos into Blades of Judgement solo.
- Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.
- Heaven's Flash > H provides a ground bounce sliding knockdown.
- All versions keep dash momentum so you can 2366L/M/H to cover ground.
- Press S on hit or block to trigger Heaven's Flash.
- 236L > S keeps Zamasu in place.
- 236M > S pushes him back.
- 236H > S shoots him forward, going over the opponent.
Wall of Light
214L/M/H (Air OK)
- 214L Orbs hit on frame 126.
- Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.
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.
- 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.
- 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, important to have assists or distance before activation.
236S (Air OK)
- Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up.
- This move is the cornerstone of one of Zamasu's corner routes. After a partially charged 236S, you can land a follow up and go into damage.
- The blade's hitboxes can deflect Ki blasts.
- Always leaves a <4 gap on block if chained into from medium or heavy attacks.
- Held versions shoot 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.
- Allows follow up 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.
214S (Air OK)
- Buttons will now give you special attacks without having to manually input them.
- L/M/H trigger the corresponding Eternal Justice, with different properties. On hit or block, you can press S to flight again, resetting the flight duration.
- 4L/M/H give Wall of Light, this also resets flight duration. Repeating L version will keep you flying indefinitely.
- 1/2/3H cancel the flight into a downward j.2H.
- S does j.S. Right before this move ends, you can still sneak in an extra attack in flight mode.
- 6S gives Divine Order, this version can also be charged.
- 4S cancels flight without attacking, leaving you vulnerable for 10 frames.
- You can move around while doing attacks during flight, with the exception of Wall of Light freezing movement.
- 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.
- Total flight lasts for 204f.
- Can't be super-dashed through.
- Only the projectile has hitboxes.
- Leaves the opponent in a good amount of hitstun, allowing for easier followups
- 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.
- Has head invul after the teleport, just like 2H
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.|
|Ground||700, 400*3, 800||All||UDV||7+4||-||-||-19||-|
|Air||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.
Blades of Judgment
236H+S (Air OK)
- 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.
- Mediocre and inconsistent damage, 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.
- Can be comboed into solo after 236H, though do so closer to the ground to ensure it connects.
- 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 as well as Bardock B assist allows for combos that use two of these in one combo
Lightning of Absolution
214L+M or 214H+S (Air OK)
- Minimum damage is 12, 280*6 (1692)
- Zamasu's only invincible reversal. Is quite slow for a Level 3 super.
- Tracks the opponent anywhere on screen as long as they are in front of Zamasu.
- Quite good against assists, as he'll still do the entire lighting barrage even when it's blocked or whiffs.
- Can whiff if opponent is actively super dashing.
While it has below-average damage for a level 3 super, it is very reliable as a DHC super with its tracking.
|To edit frame data, edit values in DBFZ/Fused Zamasu/Data.|
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- Zamasu (Fused)[★]
Click [★] for character's full frame data