DBFZ/Fused Zamasu

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Overview
Overview

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  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.

Pros
Cons
  • Flight: Heaven's Flash is a powerful mix up option with some neutral applications.
  • 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. 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.
  • 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 of setting up 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.
  • 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 Lightning of Absolution.
  • Long-windedness: His in-game dialogues are... A bit wordy. To say the least.


Fused Zamasu
DBFZ Fused Zamasu Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

  • 5L is short ranged, but fast. It's a standard 5L.
    • Good for staggering from 2L or into 2L, 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.
    • Quite difficult to recapture with this autocombo, especially versus smaller characters.

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.

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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  • Downward angle makes it perfect for instant air dash mixups.
  • 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.
  • Allows for Divine Order followup.

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.

Special Moves

Eternal Justice

236L/M/H (Air OK)

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

  • j.236L starts up 1f FASTER than 236L.

  • 236M is an 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.

  • 236H 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

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.


  • 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.

  • 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. 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.
  • 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 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

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.

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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