DBFZ/Fused Zamasu: Difference between revisions

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* '''[[DBFZ/Fused_Zamasu#Heaven's Flash|Heaven's Flash]]''': Key to Zamasu's gameplan and what makes him stand out. Gives him mobility, mixups, and tricky neutral heavy on surprise crossups. Also great for running away, making Zamasu very slippery.
* '''[[DBFZ/Fused_Zamasu#Heaven's Flash|Heaven's Flash]]''': Key to Zamasu's gameplan and what makes him stand out. Gives him mobility, mixups, and tricky neutral heavy on surprise crossups. Also great for running away, making Zamasu very slippery.
* '''Cataclysmic Damage:''' Zamasu spends meter very well thanks to Blades of Judgement. His damage quickly becomes unrivaled if he's able to get going, getting 7k easily and able to TOD off of nearly anything.
* '''Cataclysmic Damage:''' Zamasu spends meter very well thanks to Blades of Judgement. His damage quickly becomes unrivaled if he's able to get going, getting 7k easily and able to TOD off of nearly anything.
* '''Solo Mixup Confirms:''' Zamasu's orbs let him use an autocombo tick throw and combo off of {{clr|2|6M}} solo, making his pressure much scarier.
* '''Solo Mixup Confirms:''' Zamasu's orbs let him use an autocombo tick throw and combo off of {{clr|M|6M}} solo, making his pressure much scarier.
* '''Style of a God:''' All of Zamasu's moves look really pretty. Even his Ki Charge animation has it's own little flair to it.
* '''Style of a God:''' All of Zamasu's moves look really pretty. Even his Ki Charge animation has it's own little flair to it.
|cons=
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==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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;{{clr|1|5L}}
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* Great reach but {{clr|1|2L}} will whiff if chained at max range.
;{{clr|L|5L}}
Good range and frame advantage. Staggering from {{clr|1|2L}}, into {{clr|1|2L}}, back into itself, or for setting up a dragon rush is all quite simple and powerful thanks to the range.
* Great reach but {{clr|L|2L}} will whiff if chained at max range.
Good range and frame advantage. Staggering from {{clr|L|2L}}, into {{clr|L|2L}}, back into itself, or for setting up a dragon rush is all quite simple and powerful thanks to the range.
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;{{clr|1|5LL}}
;{{clr|L|5LL}}
* Blockstring and combo filler.
* Blockstring and combo filler.
* Slower than {{clr|2|5M}}, on clash do {{clr|1|5L}} > {{clr|1|4L}} > {{clr|2|5M}}.
* Slower than {{clr|M|5M}}, on clash do {{clr|L|5L}} > {{clr|L|4L}} > {{clr|M|5M}}.
Advances forward slightly, but mostly just blockstring and combo filler.
Advances forward slightly, but mostly just blockstring and combo filler.
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;{{clr|1|5LLL}}
;{{clr|L|5LLL}}
* Command grab.
* Command grab.
** Tick throw can be set up with assists or Wall of Light.
** Tick throw can be set up with assists or Wall of Light.
** Without assists or Wall of Light, {{clr|1|5LL}} has too much blockstun for {{clr|1|5LLL}} to connect.
** Without assists or Wall of Light, {{clr|L|5LL}} has too much blockstun for {{clr|L|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.
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.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Long range, but very punishable on whiff.  
* Long range, but very punishable on whiff.  
* Hits 2 frames meaty at roundstart distance with 10f startup and being -5 on block.
* Hits 2 frames meaty at roundstart distance with 10f startup and being -5 on block.
* As Zamasu lacks a slide, this is his best advancing normal.
* As Zamasu lacks a slide, this is his best advancing normal.
This normal is amazing. It's one of the fastest medium buttons in the game and even though it's -7 on block, in most cases it'll hit later and be safe. In cases where it is -7 it can gatling into {{clr|2|2M}}.
This normal is amazing. It's one of the fastest medium buttons in the game and even though it's -7 on block, in most cases it'll hit later and be safe. In cases where it is -7 it can gatling into {{clr|M|2M}}.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* Basic combo blockstring filler.
* Basic combo blockstring filler.
* Useful for combo extensions, but generally outclassed by {{clr|4|236S}}.
* Useful for combo extensions, but generally outclassed by {{clr|S|236S}}.
Zamasu does a swinging midair kick that smashes, useful in pressure and combos. Cancelling {{clr|3|5H}} into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.
Zamasu does a swinging midair kick that smashes, useful in pressure and combos. Cancelling {{clr|H|5H}} into Orbs and calling a beam assist allows an airtight blockstring and further pressure and mixups.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* Combos into {{clr|4|236S}} reliably.
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* Combos into {{clr|S|236S}} reliably.
* Can go over low high-priority beam attacks such as Goku's Kamehameha.
* Can go over low high-priority beam attacks such as Goku's Kamehameha.
A single shot ki blast doesn't sound great in neutral, but it has absolutely crazy hitstun, making this better as a combo and pressure tool. You shouldn't be on the ground for long as Zamasu any way.
A single shot ki blast doesn't sound great in neutral, but it has absolutely crazy hitstun, making this better as a combo and pressure tool. You shouldn't be on the ground for long as Zamasu any way.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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* Can be chained twice.
* Can be chained twice.
* Good stagger tool, but short range.
* Good stagger tool, but short range.
Access to two lows is a key part of Zamasu's pressure. His low {{clr|1|2L}} gives him good high/lows along with his crossup {{clr|1|j.L}} and {{clr|1|5LLL}} tick throw.
Access to two lows is a key part of Zamasu's pressure. His low {{clr|L|2L}} gives him good high/lows along with his crossup {{clr|L|j.L}} and {{clr|L|5LLL}} tick throw.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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* Maintains some dash momentum.
* Maintains some dash momentum.
* Has a smaller hitbox than it seems.
* Has a smaller hitbox than it seems.
Fantastic stagger button when a bit further away. Zamasu loses a tiny amount of space with how the pushback and momentum interact which can make {{clr|2|2M}} catch almost any light button at max range.
Fantastic stagger button when a bit further away. Zamasu loses a tiny amount of space with how the pushback and momentum interact which can make {{clr|M|2M}} catch almost any light button at max range.
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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* Deceptive horizontal range.
* Deceptive horizontal range.
* Large spherical hitbox above Zamasu's head, but will not hit crossups.
* Large spherical hitbox above Zamasu's head, but will not hit crossups.
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===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.
* Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.
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===<big>{{clr|1|j.L}}</big>===
===<big>{{clr|L|j.L}}</big>===
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* Allows for a double overhead after IAD {{clr|2|j.M}}.
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* Crossup IAD {{clr|1|j.L}} can be converted out of with {{clr|2|5M}}.
* Allows for a double overhead after IAD {{clr|M|j.M}}.
* Crossup IAD {{clr|L|j.L}} can be converted out of with {{clr|M|5M}}.
The aggressive angle makes it perfect for instant air dash mixups and sniping SD attempts. It's surprisingly large and active which makes dealing with SD trivial.
The aggressive angle makes it perfect for instant air dash mixups and sniping SD attempts. It's surprisingly large and active which makes dealing with SD trivial.
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===<big>{{clr|2|j.M}}</big>===
===<big>{{clr|M|j.M}}</big>===
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* Decently active and good range for air-to-airs.
* Decently active and good range for air-to-airs.
* Allows for a double IAD overhead in conjunction with {{clr|1|j.L}}.
* Allows for a double IAD overhead in conjunction with {{clr|L|j.L}}.
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===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
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* [] is on Smash hit.
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* Flight cancels allow for multiple overheads.
* Flight cancels allow for multiple overheads.
* Deceptive horizontal reach.
* Deceptive horizontal reach.
Go-to safejump button due to how big the hitbox is on the y axis. Generally outclassed by {{clr|3|j.2H}} and Eternal Justice for ending combos as they always end with a sliding knockdown.
Go-to safejump button due to how big the hitbox is on the y axis. Generally outclassed by {{clr|H|j.2H}} and Eternal Justice for ending combos as they always end with a sliding knockdown.
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===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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* Can be repeated 3 times in total.
* Can be repeated 3 times in total.
* Basic lv. 1 projectile.
* Basic lv. 1 projectile.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* [] is on Smash hit.
* [] is on Smash hit.
* Spikes the opponent at a slightly more vertical angle than {{clr|3|j.H}}.
* Spikes the opponent at a slightly more vertical angle than {{clr|H|j.H}}.
* Ground bounces grounded opponent, though can't be extended with Vanish.
* Ground bounces grounded opponent, though can't be extended with Vanish.
* Combos off of {{clr|4|j.S}}.
* Combos off of {{clr|S|j.S}}.
* Can be used as another overhead making him even tricker to block.
* Can be used as another overhead making him even tricker to block.
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==Special Moves==
==Special Moves==
===<big>Eternal Justice</big>===
===<big>Eternal Justice</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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;All Versions
;All Versions
* All versions keep dash momentum so you can {{clr|1|2366L}}/{{clr|2|M}}/{{clr|3|H}} to cover ground.
* All versions keep dash momentum so you can {{clr|L|2366L}}/{{clr|M|M}}/{{clr|H|H}} to cover ground.
* Press S on hit, block, or whiff to trigger Heaven's Flash.
* Press S on hit, block, or whiff to trigger Heaven's Flash.
** Flight cancel is -5 on block.
** Flight cancel is -5 on block.
-------
-------
;{{clr|1|236L}}
;{{clr|L|236L}}
* In the corner it reliably sets up a 50/50 with certain assists or on hit leads into his BoJ routes.
* In the corner it reliably sets up a 50/50 with certain assists or on hit leads into his BoJ routes.
* {{clr|1|236L}}~{{clr|4|S}} keeps Zamasu in place.
* {{clr|L|236L}}~{{clr|S|S}} keeps Zamasu in place.
Your safe, gapless blockstring ender. {{clr|2|2M}} > {{clr|3|5H}} > {{clr|1|236L}} is your main grounded assist combo filler due to its high overall damage.
Your safe, gapless blockstring ender. {{clr|M|2M}} > {{clr|H|5H}} > {{clr|L|236L}} is your main grounded assist combo filler due to its high overall damage.
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;{{clr|2|236M}}
;{{clr|M|236M}}
* Important combo tool, gives a sliding knockdown.  
* Important combo tool, gives a sliding knockdown.  
* Combos reliably after a {{clr|4|236S}} wallbounce.
* Combos reliably after a {{clr|S|236S}} wallbounce.
* Air version starts up 1f SLOWER than grounded version.
* Air version starts up 1f SLOWER than grounded version.
* {{clr|2|236M}}~{{clr|4|S}} pushes him back.
* {{clr|M|236M}}~{{clr|S|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.
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.
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;{{clr|3|236H}}
;{{clr|H|236H}}
* Functionally a faster {{clr|2|236M}} with a slightly longer knockdown.
* Functionally a faster {{clr|M|236M}} with a slightly longer knockdown.
* {{clr|3|236H}}~{{clr|4|S}} shoots him forward, going over the opponent.
* {{clr|H|236H}}~{{clr|S|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 {{clr|1|236L}}~{{clr|4|S}} mixups midscreen for the cost of half a bar.
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 {{clr|L|236L}}~{{clr|S|S}} mixups midscreen for the cost of half a bar.
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===<big>Wall of Light</big>===
===<big>Wall of Light</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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;All Versions
;All Versions
* Freezes Zamasu in place while preserving (some of) his momentum.
* Freezes Zamasu in place while preserving (some of) his momentum.
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* Slow startup but whiff cancelable into Heaven's Flash.
* Slow startup but whiff cancelable into Heaven's Flash.
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;{{clr|1|214L}}
;{{clr|L|214L}}
* Orbs hit on frame 126.
* Orbs hit on frame 126.
{{clr|1|5L}} > {{clr|3|5H}} > {{clr|2|236M}} right after the ending of this move will ensure lightning hits, extending the combo. Alternatively, IAD j.ML > land > {{clr|1|5L}} > slight delay {{clr|1|5LL}} (lightning hits) > slight delay {{clr|1|5LLL}} will result in a tick throw. It can also be a low if you use {{clr|2|2M}} instead of {{clr|1|5LLL}}, making a strong 50/50 but can be fuzzy jumped. Use {{clr|3|2H}} to beat fuzzy jump and mash if the opponent knows about this.
{{clr|L|5L}} > {{clr|H|5H}} > {{clr|M|236M}} right after the ending of this move will ensure lightning hits, extending the combo. Alternatively, IAD j.ML > land > {{clr|L|5L}} > slight delay {{clr|L|5LL}} (lightning hits) > slight delay {{clr|L|5LLL}} will result in a tick throw. It can also be a low if you use {{clr|M|2M}} instead of {{clr|L|5LLL}}, making a strong 50/50 but can be fuzzy jumped. Use {{clr|H|2H}} to beat fuzzy jump and mash if the opponent knows about this.
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;{{clr|2|214M}}
;{{clr|M|214M}}
* Orbs hit on frame 219.
* 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.
Even slower than L version, useful for tricky mixups after an assist has been called or extending your turn after a longer solo blockstring.
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;{{clr|3|214H}}
;{{clr|H|214H}}
* Orbs will shoot out twice, first wave on frame 126, the second on frame 216.
* 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.
Can allow for unique combo extensions, especially when used in conjunction with flight combos.
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===<big>Divine Order</big>===
===<big>Divine Order</big>===
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
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;{{clr|4|236S}}
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;{{clr|S|236S}}
* Has smash properties and will trigger a wallbounce, even midscreen.
* Has smash properties and will trigger a wallbounce, even midscreen.
* The blade's hitboxes can deflect Ki blasts.
* The blade's hitboxes can deflect Ki blasts.
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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.
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.
----
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;{{clr|4|236[S]}}
;{{clr|S|236[S]}}
* Shoots a projectile that clashes with beams and can not be superdashed through.
* 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.
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.
** Links into {{clr|1|5L}} in the corner.
** Links into {{clr|L|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.
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.
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===<big>Heaven's Flash</big>===
===<big>Heaven's Flash</big>===
<span class="input-badge">'''{{clr|4|214S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|214S}} (Air OK)'''</span>
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Zamasu's flight. The single most important tool in his arsenal. A Zamasu who can't fly is a dead Zamasu.
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.
* You can only fly once per jump.
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* Assists will not begin cooldown until your flight ends.
* Assists will not begin cooldown until your flight ends.
* Grounded flight puts you at a set height in the air.
* 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 ({{clr|4|2147S}}) to take advantage of this.
* Aerial flight keeps you in place and starts up 9f faster. You can use tiger knee motion ({{clr|S|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.
* 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.
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.
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* Teleports a fixed distance.
* Teleports a fixed distance.
* Maintains air action.
* Maintains air action.
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===<big>Eternal Justice (Flight)</big>===
===<big>Eternal Justice (Flight)</big>===
<span class="input-badge">'''Flight~{{clr|1|L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''Flight~{{clr|L|L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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;All Versions
;All Versions
* Cancelable into flight cancel or Heaven's Warp (dash).
* Cancelable into flight cancel or Heaven's Warp (dash).
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* Data in parenthesis refers to dash cancel.
* Data in parenthesis refers to dash cancel.
-------
-------
;{{clr|1|fl.5L}}
;{{clr|L|fl.5L}}
* Provides sliding knockdown on hit.
* Provides sliding knockdown on hit.
Not as useful as fl.M.
Not as useful as fl.M.
----
----
;{{clr|2|fl.5M}}
;{{clr|M|fl.5M}}
* Combos reliably after fl.[S].
* Combos reliably after fl.[S].
* Provides a lengthy sliding knockdown.
* 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 {{clr|4|214S}}~[S]~{{clr|2|M}}. Flight version gives plenty of advantage on hit and combos into Blades of Judgement.
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 {{clr|S|214S}}~[S]~{{clr|M|M}}. Flight version gives plenty of advantage on hit and combos into Blades of Judgement.
----
----
;{{clr|3|fl.5H}}
;{{clr|H|fl.5H}}
* Provides a ground bounce sliding knockdown.
* Provides a ground bounce sliding knockdown.
Can be combo-ed out of if used close enough to the ground with Flight Cancel > {{clr|2|5M}}.
Can be combo-ed out of if used close enough to the ground with Flight Cancel > {{clr|M|5M}}.
</div>
</div>
</div>
</div>


===<big>Wall of Light (Flight)</big>===
===<big>Wall of Light (Flight)</big>===
<span class="input-badge">'''Flight~{{clr|1|4L}}/{{clr|2|4M}}/{{clr|3|4H}} (Air OK)'''</span>
<span class="input-badge">'''Flight~{{clr|L|4L}}/{{clr|M|4M}}/{{clr|H|4H}} (Air OK)'''</span>
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==== ====
==== ====
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;All Versions
;All Versions
* Freezes Zamasu in place while preserving (some of) his momentum.
* Freezes Zamasu in place while preserving (some of) his momentum.
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===<big>Divine Order (Flight)</big>===
===<big>Divine Order (Flight)</big>===
<span class="input-badge">'''Flight~{{clr|4|6S}} (Air OK)'''</span>
<span class="input-badge">'''Flight~{{clr|S|6S}} (Air OK)'''</span>
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==== ====
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;{{clr|4|fl.6S}}
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;{{clr|S|fl.6S}}
* Slower than the regular air version, but always fires the projectile.
* 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.
* 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.
* Rather unsafe if not cancelled due to the recovery, Zamasu still has to wait for the projectile to travel offscreen.
----
----
;fl.{{clr|4|6[S]}}
;fl.{{clr|S|6[S]}}
* Shoots a projectile that clashes with beams and can not be superdashed through.
* 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.
* At close range the slash and projectile will both hit. Maintains the smash and wallbounce properties from the uncharged version.
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</div>


===<big>{{clr|4|fl.S}}</big>===
===<big>{{clr|S|fl.S}}</big>===
<span class="input-badge">'''Flight~{{clr|4|5S}} (Air OK)'''</span>
<span class="input-badge">'''Flight~{{clr|S|5S}} (Air OK)'''</span>
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* Can be repeated 3 times in total.
* Can be repeated 3 times in total.
* Basic Ki Blast.
* Basic Ki Blast.
* Has more hitstun that the basic {{clr|4|j.S}}.
* Has more hitstun that the basic {{clr|S|j.S}}.
** Combos into Dragon Rush in the corner.
** 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.
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.
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</div>
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===<big>{{clr|3|fl.2H}}</big>===
===<big>{{clr|H|fl.2H}}</big>===
<span class="input-badge">'''Flight~{{clr|3|2H}} (Air OK)'''</span>
<span class="input-badge">'''Flight~{{clr|H|2H}} (Air OK)'''</span>
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* [] is on Smash hit.
* [] is on Smash hit.
* Spikes the opponent at a slightly more vertical angle than {{clr|3|j.H}}.
* Spikes the opponent at a slightly more vertical angle than {{clr|H|j.H}}.
* Ground bounces grounded opponent, though can't be extended with Vanish.
* Ground bounces grounded opponent, though can't be extended with Vanish.
* Combos off of {{clr|4|j.S}}.
* Combos off of {{clr|S|j.S}}.
* The only normal that can be performed in flight other than {{clr|4|j.S}}.
* The only normal that can be performed in flight other than {{clr|S|j.S}}.
Zamasu drops down really fast after this is used and has virtually no recovery, so it can be used as a quick and safe landing. If the opponent blocks it, Zamasu is always heavily plus.
Zamasu drops down really fast after this is used and has virtually no recovery, so it can be used as a quick and safe landing. If the opponent blocks it, Zamasu is always heavily plus.
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* Can't be super-dashed through.
* Can't be super-dashed through.
* Only the projectile has hitboxes.
* Only the projectile has hitboxes.
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* Quick lariat assist, that's about it
* Quick lariat assist, that's about it
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==== ====
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* Has head and projectile invul after the teleport, just like {{clr|3|2H}}.
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* Has head and projectile invul after the teleport, just like {{clr|H|2H}}.
Gropis assist. In traditional C assist fashion it tracks anywhere on the screen. It's fast, has invincibility, and the new hitbox will stuff a lot of things. Surprisingly not a bad choice at all and incredibly annoying.
Gropis assist. In traditional C assist fashion it tracks anywhere on the screen. It's fast, has invincibility, and the new hitbox will stuff a lot of things. Surprisingly not a bad choice at all and incredibly annoying.
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==Super Moves==
==Super Moves==
===<big>Divine Wrath</big>===
===<big>Divine Wrath</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}} (Air OK)'''</span>
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* On the way down the ball hits for 700, explosion does 400*3, 800.
* On the way down the ball hits for 700, explosion does 400*3, 800.
* Minimum damage is 210, 120*3, 240 (810)
* Minimum damage is 210, 120*3, 240 (810)
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===<big>Blades of Judgment</big>===
===<big>Blades of Judgment</big>===
<span class="input-badge">'''{{clr|3|236H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}} (Air OK)'''</span>
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==== ====
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* The blades obscure Zamasu significantly on the ground, allowing for ambiguous mix-ups while the opponent is locked down.
* 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.
* Wormholes disappear as soon as Zamasu tags out.
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Can also simply be used at the end of a combo for some okizeme similar to a traditional Hellzone assist, but this is a bit more limited due to the angle.
Can also simply be used at the end of a combo for some okizeme similar to a traditional Hellzone assist, but this is a bit more limited due to the angle.


Most assists can also combo into this super in the corner. Some need Divine Order, others need a {{clr|3|5H}}, and some require a smash. Most C assists, Bardock B, and other high hitstun assists allow this to be used twice in one combo.<br>
Most assists can also combo into this super in the corner. Some need Divine Order, others need a {{clr|H|5H}}, and some require a smash. Most C assists, Bardock B, and other high hitstun assists allow this to be used twice in one combo.<br>
Solo, can be comboed into solo after {{clr|3|236H}}, though do so closer to the ground to ensure it connects. You can also combo into it from {{clr|2|236M}} in some routes, letting you get straight to the damage.
Solo, can be comboed into solo after {{clr|H|236H}}, though do so closer to the ground to ensure it connects. You can also combo into it from {{clr|M|236M}} in some routes, letting you get straight to the damage.
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===<big>Lightning of Absolution</big>===
===<big>Lightning of Absolution</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
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* Minimum damage is 12, 280*6 (1692)
* Minimum damage is 12, 280*6 (1692)
* Zamasu's only invincible reversal. Is quite slow for a Level 3 super.
* Zamasu's only invincible reversal. Is quite slow for a Level 3 super.

Revision as of 00:48, 14 May 2022

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 400 All 6 3 12 -3
5LL 700 All 9 4 17 -5
5LLL 1000 Throw U3+ 11 1 23

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.
236L 1100 All 15 4 15 -3
236M 1200 All D1 20 4 16 -4
236H 1300 All D1 16 4 15 -3
j.236L 1100 All 15 4 20
j.236M 1200 All D1 21 4 20
j.236H 1300 All D1 16 4 20

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.
214L 700×2 All 123 P×2 Total 32 +15
214M 700×2 All 211 P×2 Total 30 +15
214H 700×2, 700×2 All 119 P×2(89)P×2 Total 22 +15
j.214L 700×2 All 126 P×2 Total 35 +15
j.214M 700×2 All 214 P×2 Total 33 +15
j.214H 700×2, 700×2 All 122 P×2(89)P×2 Total 31 +15

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.
236S 1100 All U1+ 16~22 3 26 -5 16-20~22-26 Ki Blasts
236[S] 1100, 900 All U1+ 25 3, P Total 61 -3 25-29 Ki Blasts
j.236S 1100 All U1+ 18~22 3 26+7L 18-22~22-26 Ki Blasts
j.236[S] 1100, 900 All U1+ 25 3, P Total 65+7L 25-29 Ki Blasts

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.
214S Total 24+7L
j.214S Total 16+7L

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

Flight~6HS/4HS/66/44 (Air OK)

No results
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.

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

Heaven's Warp (often just called "dash", "teleport" or "warp") is everything you could ever ask for. 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. All of flight's tools become exponentially better when flight cancelled; he can use it to approach behind Divine Order and be plus on block from halfscreen or greater with little to no commitment, use it for surprise overheads after shooting, and all around make his opponent paranoid of everything in the neutral game. Appropriate use of this is how you win.

Eternal Justice (Flight)

Flight~L/M/H (Air OK)

No results
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.

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.5L
  • Provides sliding knockdown on hit.

Not as useful as fl.M.


fl.5M
  • 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.5H
  • 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)

Flight~4L/4M/4H (Air OK)

Divine Order (Flight)

Flight~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

No results

Charged 1100, 900 All U1+ 25 3, P Total 65+7L 25-29 Ki Blasts

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

Flight~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.
400×1~3 All 15 Total 41

  • 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

Flight~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.
800 All 20 +29

  • 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)

No results
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 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.
  • 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.

Zamasu's key meter dump tool. You'll be using this a lot. On its own it has high startup and mediocre, inconsistent damage. The real use of Blades of Judgement is as an expensive combo piece, not as an ender like most supers. Properly, it can give Zamasu 7,000 damage and a knockdown in many routes. With assists it only gets higher, so make sure your team is able to use this to maximize Zamasu's potential.

Can also simply be used at the end of a combo for some okizeme similar to a traditional Hellzone assist, but this is a bit more limited due to the angle.

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, Bardock B, and other high hitstun assists allow this to be used twice in one combo.
Solo, can be comboed into solo after 236H, though do so closer to the ground to ensure it connects. You can also combo into it from 236M in some routes, letting you get straight to the damage.

Lightning of Absolution

214L+M or 214H+S (Air OK)

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

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

DBFZ/Navigation