DBFZ/Fused Zamasu

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< DBFZ
Revision as of 16:54, 16 April 2020 by 24.46.145.190 (talk) (→‎6M)
Zamasu (Fused)
DBFZ Fused Zamasu Portrait.png
Play-style Mix-up, Setplay, Zoning
Team Role Point, Middle

Overview

"I am justice given form! I am the world! Now venerate the most noble, most splendid, immortal, and supremely powerful god: Zamasu!"

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 ungodly pressure thanks to fly/unfly mix-ups.
  • 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 setplay 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.
  • 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.


Normal Moves

5L
5L
DBFZ Zamasu 5L.png
Ukerugai...
DBFZ Zamasu 5LL.png
WAGA Y A I B A!!
DBFZ Zamasu 5LLL.png
NOW, HERE'S A GOOD EXAMPLE OF A FOOLISH NINGEN
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5L
  • Short ranged.
5LL
  • Advances forward slightly, but mostly just blockstring and combo filler.
5LLL
  • 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.
  • Is a command grab as of the last patch.
5M
5M
DBFZ Zamasu 5M.png
He wasn't the first, neither was Goku Black
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  • Long range, but very punishable on whiff.
  • As Zamasu lacks a slide, this is his best advancing normal.
5H
5H
DBFZ Zamasu 5H.png
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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
5S
DBFZ Zamasu 5S.png
pew
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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
2L
DBFZ Zamasu 2L.png
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  • 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
2M
DBFZ Zamasu 2M.png
*lightsaber noises*
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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.
2H
2H
DBFZ Zamasu 2H.png
Stop right there, criminal scum WRETCHED NINGENS!
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  • Small horizontal range.
  • Large spherical hitbox above Zamasu's head, but will not hit crossups.
6M
6M thunk Template:AttackDataHeader-DBFZ
  • Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.
j.L
j.L
DBFZ Zamasu jL.png
Third time's the charm.
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  • Downward angle makes it perfect for instant air dash mixups.
  • Allows for a double overhead after IAD j.M.
j.M
j.M
DBFZ Zamasu jM.png
football kick
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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
j.H
DBFZ Zamasu jH.png
"EAT MY DIVINE HEEL!!"
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  • [] is on Smash hit.
  • Flight cancels allow for multiple overheads.
  • Deceptive horizontal reach.
j.S
j.S
DBFZ Zamasu jS.png
Codenamed "The Boi Blaster"
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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.
j.2H
j.2H
DBFZ Zamasu j2H.png
divine heel requiem
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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.

Special Moves

Eternal Justice
Eternal Justice
236L/M/H (Air OK)
DBFZ Zamasu EternalJustice.png
Damn I look smooth
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Ground L
Air L
  • Air version starts up 1f FASTER than grounded version.
Ground M
Air M
  • 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
Air H
  • 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
Wall of Light
214L/M/H (Air OK)
DBFZ Zamasu WallOfLight.png
Look at my sparkling balls
DBFZ Zamasu WallOfLight2.png
Hands-free pressure
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Ground L
Air L
  • 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
Air M
  • Orbs hit on frame 219.
  • Even slower than L version, useful for tricky mixups after an assist has been called.
Ground H
Air H
  • 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
Divine Order
236S (Air OK)
DBFZ Zamasu DivineOrder.png
What would win? The chad Vegito sword, or the virgin Zamasu blade. Easy, blade's a beam.
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Uncharged
  • 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
  • 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
Heaven's Flash
214S (Air OK)
DBFZ Zamasu HeavensFlash.png
Marvel-style Flight, except you can block now.
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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. 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
Assist A
DBFZ Zamasu DivineOrder.png
"You dare give orders to a god?"
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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 B
DBFZ Zamasu EternalJustice.png
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Assist C
Divine Authority
Assist C
DBFZ Zamasu 2H.png
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Super Moves

Divine Wrath
Divine Wrath
236L+M (Air OK)
DBFZ Zamasu DivineWrath.png
"My power is great!" SEINARU GEKIRIN
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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 lightning will catch as the ball ends, allowing for extension.
Blades of Judgment
Blades of Judgment
236H+S (Air OK)
DBFZ Zamasu BladesOfJudgement.png
You BETTER not make a Fate reference, bud.
DBFZ Zamasu BladesOfJudgement2.png
You wish Piccolo's Hellzone Grenade was this good.
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Ground
Air
  • 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.
  • Most C assists as well as Bardock B assist allows for combos that use two of these in one combo
Lightning of Absolution
Lightning of Absolution
214L+M or 214H+S (Air OK)
DBFZ Zamasu LightningOfAbsolution.png
"Rejoice! For the world of a G O D is at hand!"
DBFZ Zamasu LightningOfAbsolution2.png
Thunderbolt and lightning
VERY VERY FRIGHTENING ME!
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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.
  • Only provides mixups afterwards if done when Zamasu is on the ground and the opponent is high in the air.

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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