DBFZ/Fused Zamasu

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Zamasu (Fused)
DBFZ Fused Zamasu Portrait.png
Play-style Mix-up, Setplay, Zoning
Team Role Point, Middle

Overview[edit]


DBFZ Fused Zamasu Icon.png Fused Zamasu
"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[edit]

Playstyle
DBFZ Fused Zamasu Icon.png Fused Zamasu possesses the unique ability to fly freely, giving him unparalleled mobility. This, combined with his devastating setups, absurd pressure capabilites and creative okizeme, ensures Zamasu will pass divine, absolute judgement on his opponents.
Pros Cons
  • Flight: Zamasu's character defining Heaven's Flash grants both unique mobility and godly fly/unfly mix-ups.
  • Great pressure: Access to both Blades of Judgment and Orbs to extend pressure and make blocking Zamasu scary.
  • Versatile supers: Zamasu's Lightning of Absolution and Divine Wrath supers both do decent damage and are very compatible with as Z change supers.
  • Solo tick throw setup: Zamasu is the only character with a solo tick throw setup using his Orbs.
  • Cataclysmic damage potential: Blades of Judgement can be used multiple times in a combo without affecting scaling, allowing him to deal massive damage.
  • Weak neutral tools: Struggles in the neutral with a very slow beam type move (Divine Order) and j.S being his only way to contest full screen.
  • Assist hungry: Assist basically determine the way Zamasu's game-plan is performed and are his only way setting up Blades of Judgment without spending bar or spark.
  • Restrictive solo combos: Zamasu will need to manage his smash properties to ensure he gets a sliding knockdown by himself, this paired with his assist dependence in the neutral makes it hard to two or even three touch characters.
  • Resource dependent: His high damage combos rely on assist or meter and his flight in neutral is only truly threatening when he has 3 bar for Lightning of Absolution.


Normal Moves[edit]

5L[edit]
5L
DBFZ Zamasu 5L.png
DBFZ Zamasu 5LL.png
DBFZ Zamasu 5LLL.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400 All - 6 3 12 -3 -
  • Short ranged.
5LL 700 All - 9 4 17 -5 -
  • Advances forward slightly, but mostly just blockstring and combo filler.
5LLL 1000 Throw U3+ 11 1 23 - -
  • Cancelling into this from a blocked 5LL always leaves the opponent in too much blockstun for the throw to work. Utilizing Wall of Light, Zamasu is the only character in who can solo tick throw in DBFZ.
  • Smash is a very very important resource for Fused Zamasu. You probably do not want to use this.
  • Quite difficult to recapture with this autocombo, especially versus smaller characters.

5M[edit]
5M
DBFZ Zamasu 5M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 13 4 19 -7 -
  • Long range, but very punishable on whiff.
  • As Zamasu lacks a slide, this is his best advancing normal.

5H[edit]
5H
DBFZ Zamasu 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1 15 4 21 -13 -
  • 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.

5S[edit]
5S
DBFZ Zamasu 5S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500 All - 14 - 17 +3 -
  • 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.

2L[edit]
2L
DBFZ Zamasu 2L.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 Low - 7 2 14 -4 -
  • Can be chained twice.
  • Access to two lows is a key part of Zamasu's pressure. Having orbs set up turns blocking high or low into a nightmare.

2M[edit]
2M
DBFZ Zamasu 2M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 11 3 18 -5 -
  • 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.

2H[edit]
2H
DBFZ Zamasu 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1+ 17 3 33 -20 4- Head
  • Small horizontal range.
  • Large spherical hitbox above Zamasu's head, but will not hit crossups.

6M[edit]
6M
DBFZ Zamasu 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 High - 24 6 4+6 After landing 0 -
  • Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.

j.L[edit]
j.L
DBFZ Zamasu jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 High - 7 3 12 -3 -
  • Downward angle makes it perfect for instant air dash mixups.
  • Allows for a double overhead after IAD j.M.

j.M[edit]
j.M
DBFZ Zamasu jM.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 High - 10 4 15 -3 -
  • Decently active and good range for air-to-airs.
  • Allows for a double IAD overhead in conjunction with j.L.

j.H[edit]
j.H
DBFZ Zamasu jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 [1000] High D1+ 13 3 19 -7 -
  • [] is on Smash hit.
  • Flight cancels allow for multiple overheads.
  • Deceptive horizontal reach.

j.S[edit]
j.S
DBFZ Zamasu jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400*1~3 All - 15 - - - -
  • Can be repeated 3 times in total.
  • Basic lv. 1 projectile.
  • Completely resets your momentum, making you fall straight down afterward.

j.2H[edit]
j.2H
DBFZ Zamasu j2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 [1000] High D1 19 4 16+7L -2 -
  • [] 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.

Special Moves[edit]

Eternal Justice[edit]
Eternal Justice
236L/M/H (Air OK)
DBFZ Zamasu EternalJustice.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground L 1100 All - 15 4 15 -3 -
Air L 1100 All - 15 4 15 -3 -
  • Air version starts up 1f FASTER than grounded version.
Ground M 1200 All D1 20 4 16 -4 -
Air M 1200 All D1 21 4 16 -4 -
  • Important combo tool, gives a sliding knockdown.
  • Combos reliably after a 236S wallbounce.
  • Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.
  • Air version starts up 1f SLOWER than grounded version.
Ground H 1300 All D1 16 4 15 -3 -
Air H 1300 All D1 16 4 15 -3 -
  • Used for when you can't combo into M version, gives a sliding knockdown.
  • Opponent falls slowly, allowing plenty of time to set up Wall of Light or Blades of Judgment.
  • Air version starts up 1f SLOWER than grounded version.

  • 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[edit]
Wall of Light
214L/M/H (Air OK)
DBFZ Zamasu WallOfLight.png
DBFZ Zamasu WallOfLight2.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground L 700*2 All - - 90f after recovery 35 Total +15 -
Air L 700*2 All - - 90f after recovery 38 Total +15 -
  • 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.

Ground M 700*2 All - - 90f after recovery 38 Total +15 -
Air M 700*2 All - - 90f after recovery 42 Total +15 -
  • Orbs hit on frame 219.
  • Even slower than L version, useful for tricky mixups after an assist has been called.
Ground H 700*2, 700*2 All - - 90f, 180f after recovery 35 Total +15 -
Air H 700*2, 700*2 All - - 90f, 180f after recovery 38 Total +15 -
  • 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.

Divine Order[edit]
Divine Order
236S (Air OK)
DBFZ Zamasu DivineOrder.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Uncharged 900 All U1 18 3 26 -5 18-22 P1
900 All U1 18 3 26 -5 18-22 P1
  • Has smash properties and will trigger a wallbounce, even midscreen. Can be followed up.
  • Mostly combo filler, good for frametraps in blockstrings as well.
  • The blade's hitboxes can deflect Ki blasts.
Charged 1100, 900 / 900 All U1 25 3, 2 32f from projectile -3 25-29 P1
1100, 900 / 900 All U1 25 3, 2 32f from projectile -3 25-29 P1
  • 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.
  • Does not allow for a standard combo afterwards, and is mostly for controlling space.
  • The awkward startup means Zamasu can not use this to win a prolonged projectile struggle against characters with reliable beams.

Heaven's Flash[edit]
Heaven's Flash
214S (Air OK)
DBFZ Zamasu HeavensFlash.png
Flight!!! Except you can block now.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground - - - 25 180f flight duration - - -
Air - - - 16 180f flight duration - - -
  • Buttons will now give you special attacks without having to manually input them.
    • L/M/H trigger the corresponding Eternal Justice. 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.

Z Assists[edit]

Assist A[edit]
Divine Order
Assist A
DBFZ Zamasu DivineOrder.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 35 - - +22 -
  • Can't be super-dashed through.
  • Only the projectile has hitboxes.
  • Leaves the opponent in a good amount of hitstun, allowing for easier followups

Assist B[edit]
Eternal Justice
Assist B
DBFZ Zamasu EternalJustice.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 21 - - +29 -

Assist C[edit]
Divine Authority
Assist C
DBFZ Zamasu 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800, 400 All - 45 - - 29 -

Super Moves[edit]

Divine Wrath[edit]
Divine Wrath
236L+M (Air OK)
DBFZ Zamasu DivineWrath.png
"My power is great"
DBFZ Zamasu DivineWrath2.png
"DIVINE WRATH!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility 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[edit]
Blades of Judgment
236H+S (Air OK)
DBFZ Zamasu BladesOfJudgement.png
DBFZ Zamasu BladesOfJudgement2.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground (100, 350)*18 All UDV 44 100 - - -
Air (100, 350)*18 All UDV 44 100 - - -
  • 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.
  • In open space, can be combo'd into by inputting 2H SD j.L j.M j.S 236H 236H+S. Quickly dash forward after activation so your opponent slides into the impact.
  • In the corner, can be combo'd into alone with 2H M GG9.png M 236L vanish 236M.
  • 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[edit]
Lightning of Absolution
214L+M or 214H+S (Air OK)
DBFZ Zamasu LightningOfAbsolution.png
DBFZ Zamasu LightningOfAbsolution2.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. 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 a hurtbox, AKA the hitbox where if the opponent touches it, he/she 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. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 60, 800*6 All UDV 13+4 - - -31 -
Air 60, 800*6 All UDV 13+4 - - -31 -
  • 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.

Navigation[edit]


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System Explanations

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