DBFZ/Goku Black

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Overview[edit]
Overview

Goku Black has everything a player new to DBFZ is looking for. Alongside a very solid neutral, he has moves blessed with range and priority both at the air and at the ground, a simple combo structure, easy corner-carry, and a few cool gimmicks. On the other hand, he doesn't have much pizazz outside of those initially frightening moves, and against a competent opponent, they shine less and less, eventually beginning to dim. Nonetheless, he's a great lenient character that covers most of the bases a new player wants in order to win the game, and to also win it with style.


"My very being towers above all...all things...the whole universe!"
Lore:Zamasu, a Supreme Kai-in-training from an alternate Universe 10, takes it upon himself to purge mortals in his misguided effort to protect the multiverse. As part of this plan, he uses the Super Dragon Balls to switch bodies with Goku, using the Saiyan hero's immense power, combined with his own godly abilities, to carry out his mission as the dark savior, "Goku Black". In an effort to surpass and mock the Saiyan warriors, he developed his own transformation, Super Saiyan Rosé, a pink variation of the Super Saiyan God Super Saiyan transformation. He allied himself with his future counterpart, dubbed "Future Zamasu", and they together waged genocide on a multiversal scale, only challenged by Son Goku, Vegeta, and Future Trunks.
Playstyle
DBFZ Goku Black Icon.png Goku Black is a balanced character that dictates the flow of the game with ridiculous corner carry and magnificent moves.
Pros Cons
  • Simple: Very low execution for his universal BnBs.
  • Huge Disjoints: His infamous 2H is arguably the best of its kind, having an extremely large hitbox with many active frames. 5LL, 5LLL, and j.H have massive hitboxes, and 5LLL is practically an anti-air.
  • Decent Neutral: Both of his aerial special moves go far distances, and the aforementioned normals go along with his beam to aid this sentiment.
  • Corner Carry: The easiest corner carry in the game from anywhere with j.236M/H.
  • Neutral-Dominant Assists: Both A, B, and C control big portions of the screen.
  • Fairly One-Dimensional: When his gimmicks stop working, Black heavily struggles opening up opponents that have proper defense.
  • High/Low: Black's only low is an ordinary 2M, and is exacerbated by his already weak mix-up game.
  • Level 3 Oki: Black's level 3 Super has below-average damage when scaled, and also has no true Okizeme.

Normal Moves[edit]

5L[edit]
5L
DBFZ GokuBlack 5L.png
Because, Vegeta,
DBFZ GokuBlack 5LL.png
a rose by any other name
DBFZ GokuBlack 5LLL.png
is still Goku.
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 4 10 -2 -
  • Standard jab.

An open-palm stab. A fair bit longer than most other standing jabs and can hit crouching opponents. Has much better reach and cancel options than 2L.

5LL 700 All - 11 3 15 -5 -
  • Autocorrects on side-switch.
  • Has the damage and scaling of a Medium.

Moves Goku Black forward a good distance and has great range, enough to completely close the gap if reflected. The outer part of his leg does not have a hurtbox but does have a hitbox, making it a fantastic disjoint. Will almost always connect after 5L, similar to Bardock but not as good. Additionally, 5L's speed and ability to cancel into this on whiff makes this a powerful button in neutral, especially since it has fantastic scaling.

5LLL 1000 All U3+ 14 6 15 -5 -
  • Consumes Goku Black's Smash on hit.
  • Always results in a Smash, regardless of whether or not Smash has been used up in a combo.
  • Pressing Light on hit will result in a Super Dash.
  • Completing the air autocombo immediately after this move will result in a Dynamic hit.
  • Autocorrects on side-switch.

Rising strike using Goku Black's signature Ki technique, God Slicer, that causes the ground to erupt with Ki. Both the blade and the Ki eruption have a hitbox, granting the move both extreme range and active frames. Often sees use in extended combos such as continuing a combo after Vanish or certain optimal corner routes.

5M[edit]
5M
DBFZ GokuBlack 5M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 10 3 18 -5 -
  • Jump cancelable on hit.

A gut punch that moves Goku Black forward. As basic as a 5M can get, though it is still important for extending combos without expending Black's Smash through a jump cancel. Use 5LL instead if possible.

5H[edit]
5H
DBFZ GokuBlack 5H.png
y a i b a
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1 14 3 23 -10 -
  • Consumes Goku Black's Smash on hit.
  • Wall bounces if Smash is available.
  • Pressing Heavy on hit will result in a Super Dash.
  • Can deflect Ki blasts.

A downward slash with a God Slicer that moves Goku Black forward. Has massive range both horizontally and vertically, giving Black an attack that can easily punish poor spacing. It can blow through all sorts of attacks thanks to the God Slicer's massive disjoint and ki blast deflection. In combos, it can be followed up with Super Dash mid-screen for good corner carry or it can be looped in the corner with the use of assists for big damage.

5S[edit]
5S
DBFZ GokuBlack 5S.png
Go, my child
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 [600] All - 13 1 27 -12/+13/-3 -
  • [] is the Ki Blast.
  • The Ki Blast won't come out if the initial strike connects.
  • 5S Ki Blast slowly accelerates forward, 6S makes it travels instantaneously.

The strike hit has really good hitstun, can combo into 5H and 2H in midscreen or even Super Dash in the corner.

Goku Black slashes the air with his God Slicer, releasing a Ki blast that travels slowly at first but picks up speed rapidly. Slightly negative on block if the blade connects but the ki wave deals a large amount of blockstun, leaving Black positive even up close. This move's ability to deflect ki blasts and retaliate with a ki blast of his own allows Black to shut down any zoning done with low durability projectiles. Though the ki blast does less damage than the blade, the absence of poration on it makes it fantastic for boosting a combo's damage.

† Boomerang bug (Still working as of Patch 1.24): You can change the direction of the projectile by using Super Dash while facing the other direction. The projectile will go backward if it's still accelerating, but only turns around while continue to move forward after it's reached enough speed.

The only realistic situation where this can be utilized is: 5S > hold Vanish, SD. Though like most projectile, the hitbox goes away after it has touched the opponent, so you can't make this boomerang hits twice.

2L[edit]
2L
DBFZ GokuBlack 2L.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 All - 8 3 15 -5 -
  • Cancels into 5L, even on whiff.
  • Can now cancel into itself for to allow Goku Black stagger pressure on the opponent

Basic crouch jab that does not hit low, though it has a deceptively large hitbox. While it has better range than 5L, it has worse frame data and cancel options. At max range, 2L won't combo into 5L, making it impossible to combo into 5LL which hurts the damage of any combo that this scenario starts. Can now use 2L as a staggering tool due to being able to cancel into itself.

2M[edit]
2M
DBFZ GokuBlack 2M.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 Low - 11 3 17 -4 -
  • Goku Black's only low.

Leg sweep that hits low and moves Goku Black forward slightly giving it more reach than expected. 2M is the key to all of Black's mix-ups. Use it after doing Instant Transmission then time j.H so that the hit box doesn't come out for a deceptive empty jump low. One of Black's best starters in terms of damage and practicality, though thanks to his amazing 5LL this isn't his go to attack for following up vanishes like most of the cast.

2H[edit]
2H
DBFZ GokuBlack 2H.png
This is the 2H of a God!
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 18 3 28 -15 -
  • Consumes Goku Black's Smash on hit.
  • Deals extended hitstun if Smash is available.
  • Head attribute invincible during start-up and active frames.
  • Deflects Ki blasts.

Goku Black moves forward while doing an upward slash with a God Slicer. Infamous for having an extremely large hitbox with many active frames, arguably the best 2H in the game in when it comes to neutral. Like all other God Slicer using attacks, 2H has fantastic disjoint and can deflect ki blasts. Can be canceled into 5S for pressure resets or into Kamehameha to frame trap opponents who try to mash out of pressure. The Smash version is used in combination with EX God Slicer for corner-to-corner combos thanks to the height that it provides. Doesn't see much use in Black's optimal corner combos.

6M[edit]
6M
DBFZ GokuBlack 6M.png
Why it's orange we may never know.
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 24 6 10 0 -
  • Same hitboxes as j.H.
  • Universal overhead.
  • Jumps over lows.

Goku Black does a short hop into a flip kick, hitting opponents overhead. Very basic, Black has other tools that can do the same job. Requires an assist or Sparking Blast to convert a successful hit into a combo.

j.L[edit]
j.L
DBFZ GokuBlack jL.png
Why's he doing the beyblade motion?
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 High - 6 3 12 - -
  • Double jump cancelable.
  • Cancels into itself.

Aerial chop that makes a good air-to-air normal due to its horizontal range. Its vertical range leaves much to be desired, resulting in whiffs during combos if the opponent is slightly below Goku Black. This also makes it difficult to hit short characters crouching and makes it near impossible for Black to set up fuzzies.

j.M[edit]
j.M
DBFZ GokuBlack jM.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 High - 9 3 15 - -
  • Double jump cancelable.
  • Reverse beats into j.L.

Aerial roundhouse kick that serves as a decent jump-in attack but it is primarily used as combo filler.

j.H[edit]
j.H
DBFZ GokuBlack jH.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 [1000] High D1+ 13 3 18 - -
  • [] is on Smash hit.
  • Knockdown state depends on Smash utilization.
  • Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball.

Flip kick with excellent range and damage, making it Goku Black's best jump-in and air-to-ground combo starter. Has fantastic synergy with his Instant Transmission where the timing of the input allows Goku to either complete the move and hit overhead or touch the ground before the hitboxes appear to shift into 2M for a low. Lastly, it shifts his hurtbox in a brilliant way that avoids more challenges that aren't anti-airs.

Can also be used to acquire Dragon Balls or summon Shenron if all the Dragon Balls have been discovered and Black has 7 bars.

j.S[edit]
j.S
DBFZ GokuBlack jS.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600 All - 13 1 20 - -
  • Single projectile.

Standard air ki blast that is angled diagonally downward. Used to end air combos with either the light or heavy version of God Slicer, the former for follow-up supers and the latter for a corner knockdown. Can poke opponents to button check them in neutral, leading into a combo on hit if vanish canceled. Be wary, this ki blast is beaten by higher priority projectiles, super armored moves, and Super Dash.

j.2H[edit]
j.2H
DBFZ GokuBlack j2H.png
Legs.
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 All U1+ 13 3 24 - -
  • Double jump cancelable on hit.
  • Consumes Smash on hit.
  • Launches higher with more hitstun if Smash is available.
  • Press H to follow-up with a Super Dash.

Upward split kick used to extend air combos by using Goku Black's Smash to combo into Super Dash or lead into additional air normals by canceling the non-Smash version into a double jump. Doesn't hit overhead like Black's other air normals.

Special Moves[edit]

God Slicer[edit]
God Slicer
236L/M/H (Air OK)
DBFZ GokuBlack GodSlicer.png
To the corner with you!
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground L 250, 800 All - 13 0 (13) 4 23 -4 -
Air L 250, 800 All - 13 1 (13) 4 23 - -
  • Goku Black fires a Ki blast ahead while rushing forward and then follows up with an Ki-empowered stab.
  • All versions of this move puts Goku Black airborne immediately.
Ground M 200*4, 800 All D1 20 1 (4) 1 (4) 1 (4) 1 (13) 6 33 -5 at best -
Air M 200*4, 800 All D1 20 1 (4) 1 (4) 1 (4) 1 (13) 6 33 - -
  • Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.
  • Causes a sliding knockdown.
  • Has superb corner carry if it lands on the opponent while in midscreen.
  • Can only be comboed into while in the corner due to slower start up unless used after a Vanish.

Against some characters in the corner, Goku Black can tack on an j.H for a smidge more damage. This tech is mostly useless as it removes your slide knockdown, but it can help if you have no meter and need to close the round.

Ground H 200*4, 1000 All D1 13 1 (4) 1 (4) 1 (4) 1 (13) 6 30 -5 at best -
Air H 200*4, 1000 All D1 13 1 (4) 1 (4) 1 (4) 1 (13) 6 30 - -
  • Costs 0.5 bar of meter.
  • Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.
  • Has all the advantages of the Medium version combined with the speed of the Light version.

A staple of Goku Black's combos. Generally comboed into from j.S during air combos. The Medium version of God Slicer is a great move for ending combos in the corner since it deals good damage and causes sliding knockdown, while the Heavy version of God Slicer is especially noteworthy for being one of the best EX Specials in the game since it allows Goku Black to corner carry and cause a sliding knockdown no matter the situation for only half a meter. Additionally, if Goku Black has his back against the corner, a simple combo into Vanish > M God Slicer will switch his position with the opponent while still giving a sliding knockdown.

Instant Transmission[edit]
Instant Transmission
214L/M/H
DBFZ GokuBlack InstantTransmission.png
*teleports behind you*
DBFZ GokuBlack InstantTransmission2.png
Nothing personnel, kid.
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L - - - Teleport 19, Appear 26 - 3 (28 Total) - 19-25 Full
  • Teleport to the air directly in front of the opponent.
  • Can be used instead of Super Dash to followup a successful 2H.
M - - - Teleport 19, Appear 26 - 3 (28 Total) - 19-25 Full
  • Teleport to the air slightly away from the front of the opponent.
  • Can be used after knockdowns for safejump pressure and to bait enemy anti-airs.
H - - - Teleport 19, Appear 26 - 3 (28 Total) - 19-25 Full
  • Costs 0.5 bar of meter.
  • Teleport to the air directly behind the opponent.

One of Goku Black's main tools for opening up opponents. Black is free to move immediately after teleporting, allowing him mix-up opponents in a variety of ways including hitting overhead with j.H, empty-jumping low with 2M, or crossing-up with IAD j.M. Long start-up and airborne state means it is easy to react to and punish, so assists are needed to use this move safely.

Fierce God Kick[edit]
Fierce God Kick
j.214L/M/H
DBFZ GokuBlack FierceGodKick.png
Straight From Heaven
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 700 All - 14 Until Landing (2f minimum) 19 -2~-6 -
  • A Ki-empowered dive kick.
  • Does not cause a knockdown.

A powerful mobility tool for Goku Black, though it is vulnerable to anti-airs. Requires a vanish or an assist to continue combos after.

M 400, 600 All U1 18 Until Landing (2f minimum) 19 -2~-6 -
  • A Ki-empowered dive kick that carries the opponent to the ground.
  • Smash version bounces opponents for combo extensions.
  • Wall bounces if Black reaches the corner before the ground.
  • Slower startup than the Light version.

Can be combed with certain assists,(Kefla, Gogeta, Zamasu, Trunks(Near the Corner), Vegito), just to name a few.

H 400, 1000 All U1+ 14 Until Landing (2f minimum) 19 -2~-6 -
  • A Ki-empowered dive kick that carries the opponent to the ground.
  • Smash version bounces opponents for combo extensions.
  • Wall bounces if Black reaches the corner before the ground.
  • Same startup speed as the Light version.

Can be followed up with dragon rush.


The medium and heavy versions are used for corner carry and optimal corner combos. The ground bounce version gives Black the best possible combo options so aim for it over the more limiting wall bounce.

Black Kamehameha[edit]
Black Kamehameha
236S
DBFZ GokuBlack BlackKamehameha.png
"Anime players have no neutral."
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
262*5 All - 18 25 19 -14 -
  • Plows through ki blasts.
  • Has the same utility as other beams

Goku Black unleashes a Kamehameha that goes full screen. Cannot be angled or used in mid-air which limits its usefulness, but it recovers 2 frames faster than SSJ Goku's or Gohan's beams. This is Black's best zoning tool as well as a decent frame trap when it is used after a heavy on block.

Binding Black Kamehameha[edit]
Binding Black Kamehameha
214S
DBFZ GokuBlack BindingBlackKamehameha.png
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
310*5 [262*3] Throw [All] U2 31 1 (7) 17 19 -13 -
  • [] is if the grab whiff.
  • Whiff version scales like the normal Kamehameha, grab version is highly scaled like most grabs.
  • The whiffed Binding Black Kamehameha has less active frames, longer start-up, and 2 less hits compared to the normal Black Kamehameha.

Zamasu appears behind the opponent and grabs them while Goku Black fires a Kamehameha. Even if Zamasu misses the grab, Goku Black will still fire off the Kamehameha. As a full screen command grab, this move is an important tool in Black's mix-up game. Use sparingly as this move is fairly easy to avoid by either jumping or hitting Black during the long start-up.

Z Assists[edit]

Assist A[edit]
Black Kamehameha
Assist A
DBFZ GokuBlack BlackKamehameha.png
An assist that even the Gods would be envious of.
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
200*5 All - 35 25 - +30 -
  • Same as Goku Black's Black Kamehameha.

Goku Black warps in and unleashes a Kamehameha that goes full screen. This beam assist is fantastic at controlling space, keeping opponents locked down, and for extending combos. Pairs well with Super Saiyan Goku's Kamehameha assist for double beam coverage. Goku Black's assist comes out faster and recovers slower than SS Goku's, leaving him vulnerable for longer after launching his attack.

Assist B[edit]
Godly Severance
Assist B
DBFZ GokuBlack 5LLL.png
Swat them outta the sky.
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - 21 - - +29 -
  • MASSIVE anti air, great for combos and stopping super dash.
  • Around 40-45f of Hitstun.
Assist C[edit]
Fierce God Kick
Assist C
DBFZ GokuBlack FierceGodKick.png
Strider called... he wants Vajra back.
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - - - -
  • Dive kick assist.
  • Can actually track the opponent anywhere on screen, but the tracking can be tricky to get used to.
  • Due to it being able to track, it can be a really good assist to use in neutral and can set up really stylish combos.

Super Moves[edit]

God Slicer Dance[edit]
God Slicer Dance
236L+M (Air OK)
DBFZ GokuBlack GodSlicerDance.png
"Punishment of the gods!"
DBFZ GokuBlack GodSlicerDance2.png
"Taste my blade!"
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 50*18, 1600~2000 All UDV 9+4 26 50 -24 9-21 Full
Air 50*18, 1600~2000 All UDV 9+4 26 56 -30 9-21 Full
  • Is Goku Black's Ultimate Z Change Super.
  • Minimum damage is the same regardless of how many ki blades land. Minimum is 810.
  • Cinematic follow up doesn't play unless at least one projectile hits the opponent.
  • Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks.
  • Unlike all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts.

Goku Black unleashes a barrage of ki blades that embed themselves in the opponent before detonating. The explosion's non-minimum damage depends on how many ki blades hit. However, the minimum damage is consistent so it is either 7*18, 720 or 5*18, 720. The projectile priority of this super is pretty low so it can be eaten up by other projectiles fairly easily. Doesn't provide a knockdown but it does more damage than his other level 1 super so use this whenever you are aiming for more damage without DHCing. If you are at a high height and wish to DHC, use his other level 1.

Holy Light Grenade[edit]
Holy Light Grenade
236H+S (Air OK)
DBFZ GokuBlack HolyLightGrenade.png
"Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him."
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 1000, 1600 All UDV 9+4 16, 23 29 -30 9-15 Full
Air 1000, 1600 All UDV 9+4 Until Landing, 23 29 -33 9-15 Full
  • Minimum damage is 300, 480.
  • Goku Black jumps into the air to prepare the attack if he does this super on the ground.

Goku Black and Zamasu both create a sphere of Ki in their hands, then combine them into a more powerful sphere before dropping it on the enemy. Opponents trapped in it are carried all the way to the ground, making this useful for Ultimate Z Changes. Hits once at the beginning, once at the end, and hits multiple times in the middle based on how far the opponent is carried by the ki sphere.

The Work of a God[edit]
The Work of a God
214L+M or 214H+S (Air OK)
DBFZ GokuBlack TheWorkOfAGod.png
"Taste divine fury!"
DBFZ GokuBlack TheWorkOfAGod2.png
"I hope you're ready!"
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. 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 an attackbox, AKA the hitbox where if the opponent touches it, they 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. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 4015 All UDV 9+3 30 41 -38 1-17 Full
Air 4015 All UDV 9+3 30 33 -30 1-17 Full
  • Minimum damage is 1703.
  • Invincible on start-up.
  • Results in a hard knockdown on hit.
  • Projectile clashes with other supers, beats ki blasts and other non-super projectile.

Goku Black forms the Sickle of Sorrow before using it to release a powerful wave of Ki across the screen that creates a dimensional rift upon damaging the opponent. Clones of Black then spawn from the rift and rapidly attack the opponent before he finishes off his flurry of attacks with another rift tearing strike. Inflicts a hard knockdown on the opponent giving Black the chance to do a safe jump and continue his offense, though the knockback makes it difficult to use outside of the corner. This move is Goku Black's only invincible reversal but it is both expensive and risky so use it wisely.

Navigation[edit]


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