DBFZ/Fused Zamasu: Difference between revisions

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DBFZ_Zamasu_EternalJustice.png |anti-mash tool
DBFZ_Zamasu_EternalJustice.png |The worst lariat
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Revision as of 19:42, 16 February 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 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.

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.

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.
  • Heaven's Flash > L provides a short sliding knockdown.

  • 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.


  • 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.
  • 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.

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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