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|where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL") | |where=chara="{{SUBPAGENAME}}" and (input="5L" or input="5LL" or input="5LLL") | ||
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|where=chara="{{SUBPAGENAME}}" and (input="fl.66" or input="fl.44") | |where=chara="{{SUBPAGENAME}}" and (input="fl.66" or input="fl.44") | ||
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|where=chara="{{SUBPAGENAME}}" and (input="fl.4L" or input="fl.4M" or input="fl.4H") | |where=chara="{{SUBPAGENAME}}" and (input="fl.4L" or input="fl.4M" or input="fl.4H") | ||
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Revision as of 08:57, 29 December 2021
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Normal Moves
5L
- 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
- Long range, but very punishable on whiff.
- 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.
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 2M.
5H
- Basic combo blockstring filler.
- Useful for combo extensions, but generally outclassed by 236S.
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
- Combos into 236S reliably.
- 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.
2L
- Can be chained twice.
- Good stagger tool, but short range.
Access to two lows is a key part of Zamasu's pressure. His low 2L gives him good high/lows along with his crossup j.L and 5LLL tick throw.
2M
- Maintains some dash momentum.
- 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 2M catch almost any light button at max range.
2H
- Deceptive horizontal range.
- Large spherical hitbox above Zamasu's head, but will not hit crossups.
- Guardpoint against projectiles, along with head invul.
An amazing move to just throw out because of all the invul. Even though it's slow, if it connects on block it can be cancelled into flight with absolutely zero downsides. Just make sure not to whiff it as it's very easily punishable.
6M
- DBFZ Zamasu 6M.png
- Unlike many, Zamasu's universal overhead can be deadly thanks to orbs.
j.L
- Allows for a double overhead after IAD j.M.
- Crossup IAD j.L can be converted out of with 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.
j.M
- Decently active and good range for air-to-airs.
- Allows for a double IAD overhead in conjunction with j.L.
j.H
- [] is on Smash hit.
- Flight cancels allow for multiple overheads.
- Deceptive horizontal reach.
Go-to safejump button due to how big the hitbox is on the y axis. Generally outclassed by j.2H and Eternal Justice for ending combos as they always end with a sliding knockdown.
j.S
- Can be repeated 3 times in total.
- Basic lv. 1 projectile.
- Completely resets your momentum, making you fall straight down afterward.
Better used in flight but still not terrible on its own since you can just go into flight on block or if you recover fast enough.
j.2H
- [] 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.
- Can be used as another overhead making him even tricker to block.
Special Moves
Eternal Justice
236L/M/H (Air OK)
- 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)
- 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)
- 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)
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)
- 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)
- 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)
- All Versions
- Freezes Zamasu in place while preserving (some of) his momentum.
- Functionally the same as their non-flight versions aside from the input.
Divine Order (Flight)
Flight~6S (Air OK)
- 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)
- 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)
- [] 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.
- The only normal that can be performed in flight other than 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.
Z Assists
Assist A
Divine Order
- Can't be super-dashed through.
- Only the projectile has hitboxes.
- Excellent hitstun and average blockstun.
Amazing assist. Pierces theough opponents, allowing it to shut down assist calls as well as being a massive wall. Tall enough that most characters have to superjump to avoid it.
Assist B
Eternal Justice
- 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
- Has head and projectile invul after the teleport, just like 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.
Super Moves
Divine Wrath
236L+M (Air OK)
- 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)
- 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)
- 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.