DBFZ/Fused Zamasu: Difference between revisions

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Revision as of 03:01, 26 September 2021

Overview

Template:CharaOverview

Normal Moves

5L

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.
5L
5LL
5LLL

5L
  • Great reach but 2L will whiff if chained at max range.

Good range and frame advantage. Staggering from 2L, into 2L, back into itself, or for setting up a dragon rush is all quite simple and powerful thanks to the range.


5LL
  • Blockstring and combo filler.
  • Slower than 5M, on clash do 5L > 4L > 5M.

Advances forward slightly, but mostly just blockstring and combo filler.


5LLL
  • Command grab.
    • Tick throw can be set up with assists or Wall of Light.
    • Without assists or Wall of Light, 5LL has too much blockstun for 5LLL to connect.

Can be used as a tick throw setup with a low blockstun assist, or with a properly timed use of his orbs. You can do some silly stuff like using this to style on people trying to reflect delayed normals in your strings, but if you're gambling on them respecting so much you should just try to get away with orbs instead.

5M

5H

5S

2L

2M

2H

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Eternal Justice

236L/M/H (Air OK)

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

All Versions
  • All versions keep dash momentum so you can 2366L/M/H to cover ground.
  • Press S on hit, block, or whiff to trigger Heaven's Flash.
    • Flight cancel is -5 on block.

236L
  • In the corner it reliably sets up a 50/50 with certain assists or on hit leads into his BoJ routes.
  • 236L~S keeps Zamasu in place.

Your safe, gapless blockstring ender. 2M > 5H > 236L is your main grounded assist combo filler due to its high overall damage.


236M
  • Important combo tool, gives a sliding knockdown.
  • Combos reliably after a 236S wallbounce.
  • Air version starts up 1f SLOWER than grounded version.
  • 236M~S pushes him back.

Great move thanks to its incredible range. Like many of his specials, his flight version is better, but this isn't too shabby either as the immense range lets Zamasu bully even outside of flight.


236H
  • Functionally a faster 236M with a slightly longer knockdown.
  • 236H~S shoots him forward, going over the opponent.

Used for when you can't combo into M version, gives a sliding knockdown. Combos into Blades of Judgement midscreen and can give Zamasu his corner 236L~S mixups midscreen for the cost of half a bar.

Wall of Light

214L/M/H (Air OK)

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

All Versions
  • 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 but whiff cancelable into Heaven's Flash.

214L
  • Orbs hit on frame 126.

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 but can be fuzzy jumped. Use 2H to beat fuzzy jump and mash if the opponent knows about this.


214M
  • Orbs hit on frame 219.

Even slower than L version, useful for tricky mixups after an assist has been called or extending your turn after a longer solo blockstring.


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.

Divine Order

236S (Air OK)

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.
Uncharged
Charged

236S
  • Has smash properties and will trigger a wallbounce, even midscreen.
  • The blade's hitboxes can deflect Ki blasts.
  • Always leaves a 3-frame gap on block if chained into from medium or heavy attacks.

Zamasu's primary midscreen combo extender. Has an enormous hitbox, better in some scramble situations than you'd realize thanks to it covering a huge horizontal and vertical space on the screen.


236[S]
  • 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.
    • Links into 5L 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)

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.
Ground
Air

Zamasu's flight. The single most important tool in his arsenal. A Zamasu who can't fly is a dead Zamasu.

  • You can only fly once per jump.
  • Buttons will now give you special attacks without having to manually input them.
  • You can move around while doing attacks during flight.
  • 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.
  • Flying can still be cancelled into superdash, as well as a special airdash that warps Zamasu forward and can pass through the opponent.

Movement during flight is superb, and you can still block so there's very few downsides. Being locked only using mid-hitting special moves is absolutely nothing to worry about given your extremely speedy dash that crosses up. If you need to high/low someone, fly/unfly with an assist is a quick and easy way to do it.

Flight lasts extremely long and has no landing recovery. If your approach doesn't seem great, just dash out, land, and start flying again. Although there's so little reason for doing this.

Heaven's Flash (Flight) Moves

Heaven's Warp

214S~6HS/4HS/66/44 (Air OK)

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.
Forward
Back

  • Teleports a fixed distance.
  • Maintains air action.
  • Passes through opponents at certain heights.
  • Frame 1 invincible.

This move is everything. It's invincible from the very first frame, giving Zamasu a way to fight superdash by simply going through it. It gives better mixups from flight as he keeps his air action and can set up high/low/left/rights from anywhere. He can use it to approach behind Divine Order and be plus on block from halfscreen or greater with little to no commitment. This move is insane.

Eternal Justice (Flight)

214S~L/M/H (Air OK)

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.
fl.L
fl.M
fl.H

All Versions
  • Cancelable into flight cancel or Heaven's Warp (dash).
  • Can be steered up or down as Zamasu is charging forward, letting you hit crouching opponents.
  • Data in parenthesis refers to dash cancel.

fl.L
  • Provides sliding knockdown on hit.

Not as useful as fl.M.


fl.M
  • Combos reliably after fl.[S].
  • Provides a lengthy sliding knockdown.

Gives plenty of advantage on hit and combos into Blades of Judgement. Also gives plenty of time to set up Wall of Light. Because of this, it's your best corner combo ender. The best way to do this is set up a combo into an assist, then do 214S~[S]~M. Flight version gives plenty of advantage on hit and combos into Blades of Judgement.


fl.H
  • Provides a ground bounce sliding knockdown.

Can be combo-ed out of if used close enough to the ground with Flight Cancel > 5M.

Wall of Light (Flight)

214S~4L/4M/4H (Air OK)

Divine Order (Flight)

214S~6S (Air OK)

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.
Uncharged
Charged

fl.6S
  • Slower than the regular air version, but always fires the projectile.
  • Can only be cancelled into dash if the PHYSICAL attack is hit or is blocked.
  • Rather unsafe if not cancelled due to the recovery, Zamasu still has to wait for the projectile to travel offscreen.

fl.6[S]
  • 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.
  • Automatically performs Heaven's Warp at max charge, leaving Zamasu always plus.

fl.S

214S~5S (Air OK)

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.

  • Can be repeated 3 times in total.
  • Basic Ki Blast.
  • Has more hitstun that the basic j.S.
    • Combos into Dragon Rush in the corner.

Neutral and combo tool. Combos into fl.M for Blade of Judgement combos. Outrageous and obnoxious thanks to flight's speed and Zamasu's free movement while firing. Cancel into Heaven's Warp if the opponent superdashes at you.

Benefits particularly well from Flight's lack of recovery. You can still airdash, superdash, or go into normals to defend yourself from the landing recovery should this whiff. And if it doesn't whiff then you can just dash cancel and remove the landing recovery altogether while also making yourself plus. In the end, your reliance on this move will come down to how much you feel like annoying your opponent, as fl.M is still somewhat better for the approach.

fl.2H

214S~2H (Air OK)

Z Assists

Assist A

Divine Order

Assist B

Eternal Justice

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.

  • Quick lariat assist, that's about it

This assist managed to go over a year on the Dustloop Wiki without anyone ever adding a description or caption to it. That should tell you how noteworthy it is.

In truth, it's not a bad assist at all. Its quick startup and decent blockstun lend it to similar use as Bardock A, but it still suffers from the strange hitbox of Zamasu's own lariat, combined with his A assist being somewhat harder to pass up for this. A bunch of characters have strike assists like this, but Zamasu's massive projectile wall from his A assist is unique.

Assist C

Divine Authority

Super Moves

Divine Wrath

236L+M (Air OK)

Blades of Judgment

236H+S (Air OK)

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.
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.
  • Can be comboed into solo after 236H, though do so closer to the ground to ensure it connects.
  • 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)

External References

Navigation

To edit frame data, edit values in DBFZ/Fused Zamasu/Data.

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