Double Jump, Super Jump, 1 Airdash, Dash Type: Run, Flight
Play-style
Vortex, Hit-and-Run
Team Role
Point, Middle
Overview
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, they would be stopped by the mortal who was the catalyst for the genocidal rampage in the first place.
The Fused Zamasu graces Dragon Ball FighterZ with his presence, manifesting as a DLC character. 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.
Strengths/Weaknesses
Strengths
Weaknesses
Flight grants both unique mobility and pressure thanks to fly/unfly mixups
Access to orbs allows for prolonged pressure
Blades of Judgment allow for extended combos in the corner and doesn't scale any combo afterwards, allowing for extremely high damage combos with enough meter
Versatile supers that can all be used in the air or on the ground.
Various deadly setups with orbs, Blades of Judgment, and assists
The only character with a solo tick throw setup, one that isn't too difficult to set up and is very strong when used correctly. This gives Zamasu another added layer to his pressure.
The most splendid immortal
Coolest hit sound effects
Cataclysmic damage potential capable with most assists
Loses his Orbs whenever he's forced to block
Struggles against beams as his only beam-esque projectile is very slow
Has to manage his Smash very carefully to ensure good knockdown
Relies on assists to back him up as most of his specials are unsafe or slow
Short ranged and a frame slower than most jabs this size.
5LL
5LLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700
All
9
4
17
-5
B
-
-
-
7%
2
15
18
18
Advances forward slightly, but mostly just blockstring and combo filler.
5LLL
5LLLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
Throw
11
1
23
-
T
-
U3+
-
12%
-
-
Launch
34
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 Season 2 who can solo tick throw.
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.
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
214MM Wall of Lightspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700×2
All
211
P×2
Total 30
+15
P2
-
-
-
-
-
5+10×2
Launch
20+30×2
Orbs spawn on frame 15, go active 196F later
Air M
j.214MAir M Wall of Lightspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700×2
All
214
P×2
Total 33
+15
P2
-
-
-
-
-
5+10×2
Launch
20+30×2
Orbs spawn on frame 14, go active 200F later
Orbs hit on frame 219.
Even slower than L version, useful for tricky mixups after an assist has been called.
Ground H
214HH Wall of Lightspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700×2, 700×2
All
119
P×2(89)P×2
Total 22
+15
P2
-
-
-
-50%
-
5+10×2, 5+10×2
Launch
20+30×2, 20+30×2
Each P in active frames represents a projectile spawned Orbs spawn on frame 12, go active 107F later, then 89F later
Air H
j.214HAir H Wall of Lightspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700×2, 700×2
All
122
P×2(89)P×2
Total 31
+15
P2
-
-
-
-50%
-
5+10×2, 5+10×2
Launch
20+30×2, 20+30×2
Each P in active frames represents a projectile spawned Orbs spawn on frame 12, go active 110F later, then 89F later
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.
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 lightning will catch as the ball ends, allowing for extension.
Blades of Judgment
Blades of Judgment 236H+S (Air OK)
You BETTER not make a Fate reference, bud.
You wish Piccolo's Hellzone Grenade was this good.
The lasers obscure Zamasu significantly on the ground, allowing for ambiguous mixups while the opponent is locked down.
Worm holes 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 comboed 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 comboed into alone with 2H M Template: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.
Lightning of Absolution
Lightning of Absolution 214L+M or 214H+S (Air OK)
"I shall bring the dawn of a new era to this world!"
Thunderbolt and lightning VERY VERY FRIGHTENING ME!
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.