DBFZ/Fused Zamasu: Difference between revisions

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|pros=
|pros=
* '''Flight''': [[DBFZ/Fused_Zamasu#Heaven's Flash|Heaven's Flash]] is a powerful mix up option with some neutral applications.
* '''Flight''': [[DBFZ/Fused_Zamasu#Heaven's Flash|Heaven's Flash]] is a powerful mix up option with some neutral applications.
* '''Great pressure''': Access to both [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgment]] and [[DBFZ/Fused_Zamasu#Wall_of_Light|Orbs]] to extend pressure and make blocking Zamasu scary.
* '''Great pressure''': Zamasu has large normals letting him outspace characters with ease on top of being easily able to punish any attempt to mash which then leads to massive damage. On top of this he can use [[DBFZ/Fused_Zamasu#Wall_of_Light|Orbs]] to add another layer of pressure making Zamasu very scary to block.
* '''Versatile supers''':  Zamasu's [[DBFZ/Fused_Zamasu#Lightning_of_Absolution|Lightning of Absolution]] and [[DBFZ/Fused_Zamasu#Divine_Wrath|Divine Wrath]] supers both do decent damage and are very compatible with as Z change supers.
* '''Versatile supers''':  Zamasu's [[DBFZ/Fused_Zamasu#Lightning_of_Absolution|Lightning of Absolution]] and [[DBFZ/Fused_Zamasu#Divine_Wrath|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 [[DBFZ/Fused_Zamasu#Wall_of_Light|Orbs]].
* '''Solo tick throw setup''': Zamasu is the only character with a solo tick throw setup using his [[DBFZ/Fused_Zamasu#Wall_of_Light|Orbs]].
* '''Cataclysmic damage potential''': [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgement]] can be used multiple times in a combo without affecting scaling, allowing him to deal massive damage. He is capable of dealing massive damage with as little as 1 and a half bars or 1 bar and a single assist. With the right assists, he can reliably ToD off SD or DR.
* '''Cataclysmic damage potential''': Zamasu's damage output is second to none. [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgement]] can be used multiple times in a combo without affecting scaling, allowing him to deal insane damage. He is capable of dealing massive damage with as little as 1 and a half bars or 1 bar and a single assist. With the right assists, he can reliably ToD off raw SD or DR.
|cons=
|cons=
* '''Weak neutral tools''': Struggles in the neutral with a very slow beam type move ([[DBFZ/Fused_Zamasu#Divine_Order|Divine Order]]) and [[DBFZ/Fused_Zamasu#j.S|j.S]] being his only way to contest full screen.
* '''Weak neutral tools''': Struggles in the neutral with a very slow beam type move ([[DBFZ/Fused_Zamasu#Divine_Order|Divine Order]]) that is also very punishable on whiff and [[DBFZ/Fused_Zamasu#j.S|j.S]] being his only way to contest full screen. His [[DBFZ/Fused Zamasu#Eternal Justice|236x]] can be used as a lariat that can lead into a 50/50 on block or massive damage on hit, but the L version has minimal range and M is very slow.  
* '''Assist hungry''': Assist basically determine the way Zamasu's game-plan is performed and are his only way of setting up [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgment]] without spending bar or spark. He also needs assists for his grimy mixes and scary lightning pressure. Thus gets progressively weaker and less threatening when he loses a teammate.
* '''Assist hungry''': Assists basically determine the way Zamasu's game-plan is performed and are his only way of setting up [[DBFZ/Fused_Zamasu#Blades_of_Judgment|Blades of Judgment]] without spending bar or spark. He also needs assists for his grimy mixes and scary lightning pressure. Thus gets progressively weaker and less threatening when he loses a teammate.
* '''Damage without assists or meter''': Zamasu needs assists or meter to deal damage. Without at least 1.5 bars or 1 bar and an assist, it is very difficult to 2 touch opponents and will be 3 touching people if he is not in the corner.
* '''Damage without assists or meter''': Zamasu needs assists or meter to deal damage. Without at least 1.5 bars or 1 bar and an assist, it is very difficult to 2 touch opponents and will be 3 touching people if he is not in the corner.
* '''Resource dependent''': His high damage combos rely on assists and/or meter and his flight in neutral is only truly threatening when he has 3 bar for [[DBFZ/Fused_Zamasu#Lightning_of_Absolution|Lightning of Absolution]].
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|difficulty_rating=1
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* 5L is short ranged, but fast. It's a standard 5L.
* 5L has good range and frame advantage.
** Good for staggering from 2L or into 2L, or for setting up a dragon rush.
** 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.
* 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.  
* 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.
** 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.
** Quite difficult to recapture with this autocombo, especially versus smaller characters.
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* Zamasu maintains a small amount of momentum if executed during a dash, allowing this to advance forward slightly.
* 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.
* Has a smaller hitbox than it seems.
* It's a fantastic stagger button when a bit further away.
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==== ====
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* Downward angle makes it perfect for instant air dash mixups.
* The aggressive angle makes it perfect for instant air dash mixups and sniping SD attempts.
* Allows for a double overhead after IAD j.M.
* Allows for a double overhead after IAD j.M.
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* Combos off of j.S.
* Combos off of j.S.
* Only normal that can be done while in flight.
* Only normal that can be done while in flight.
* Can be used as another overhead making him even tricker to block.
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==== ====
==== ====
* Your safe, gapless blockstring ender.
* Your safe, gapless blockstring ender.
* Heaven's Flash > L provides a short sliding knockdown.
* 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.
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* 236M is an important combo tool, gives a sliding knockdown.  
* 236M is an important combo tool, gives a sliding knockdown.  
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* Can be combo'd into in the corner. Use it while an assist is locking down the opponent and keep comboing.
* 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.
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.
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.
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* 214M Orbs hit on frame 219.
* 214M Orbs hit on frame 219.
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* 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.
* 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.
* 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.
* Can be comboed into solo after 236H, though do so closer to the ground to ensure it connects.
* In the corner, can be combo'd into alone with 2H M {{Ni|9}} 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 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
* Most C assists as well as Bardock B assist allows for combos that use two of these in one combo

Revision as of 17:43, 4 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview

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Normal Moves

5L

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5L
5LL
5LLL

  • 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.

5M

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  • Long range, but very punishable on whiff.
  • As Zamasu lacks a slide, this is his best advancing normal.

5H

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  • 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

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  • 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

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  • 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.

2M

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  • 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.

2H

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  • Small horizontal range.
  • Large spherical hitbox above Zamasu's head, but will not hit crossups.

6M

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  • Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.

j.L

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  • The aggressive angle makes it perfect for instant air dash mixups and sniping SD attempts.
  • Allows for a double overhead after IAD j.M.

j.M

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  • Decently active and good range for air-to-airs.
  • Allows for a double IAD overhead in conjunction with j.L.

j.H

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  • [] is on Smash hit.
  • Flight cancels allow for multiple overheads.
  • Deceptive horizontal reach.

j.S

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  • 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.

j.2H

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  • [] 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.

Special Moves

Eternal Justice

236L/M/H (Air OK)

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Ground L
Air L
Heaven's Flash > L
Ground M
Air M
Heaven's Flash > M
Ground H
Air H
Heaven's Flash > H

  • 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)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • 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.

Divine Order

236S (Air OK)

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Uncharged
Charged

  • 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.

Heaven's Flash

214S (Air OK)

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Ground
Air

  • 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.

Z Assists

Assist A

Divine Order

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  • 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

Eternal Justice

Assist C

Divine Authority

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  • Has head invul after the teleport, just like 2H

Super Moves

Divine Wrath

236L+M (Air OK)

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Ground
Air

  • 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)

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Ground
Air

  • 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)

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Ground
Air

  • 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.

External References

Navigation

To edit frame data, edit values in DBFZ/Fused Zamasu/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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