DBFZ/Goku Black: Difference between revisions

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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
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|fields=input=name,damage,guard,smash,startup,active,recovery,onBlock,invuln
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===<big>The Work of a God</big>===
===<big>The Work of a God</big>===
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
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Revision as of 17:18, 19 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 4 10 -2
5LL 700 All 9 3 15 -5
5LLL 1000 All U3+ 14 6 15 -5

  • 5L is a standard jab.

An open-palm stab. A fair bit longer than most other standing jabs and can hit crouching opponents. You'll want to use this over 2L in neutral, but in pressure 2L is 0 on block making it a much better choice than the autocombo followups.


  • 5LL autocorrects on side-switch.
  • Has the damage and scaling of a Medium.

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


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

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

5M

5H

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.
850 All U1 14 3 23 -10

  • Consumes Goku Black's Smash on hit.
  • Wall bounces if Smash is available.
  • Pressing Heavy on hit will result in a Super Dash.
  • Can deflect Ki blasts.

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

5S

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.
850 [600] All 13 1 27 -6/+16/-3

  • [] is the Ki Blast.
  • The Ki Blast won't come out if the initial strike connects.
  • 5S Ki Blast slowly accelerates forward, 6S makes it travels instantaneously.
  • Higher priority Ki blast so will beat most other ki blasts in the game

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

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

The projectile is plus on block and is a valuable pressure tool, though you will need to manually space it out to ensure the blade does connect as that is minus on block.

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

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

2L

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 All 7 [6] 3 15 0

  • Value in [ ] is when being used as 2LL

Basic crouch jab that does not hit low, though it has a deceptively large hitbox. Having better range than 5L, as well as being 0 on block it is a fantastic staggering tool, crucial to his gameplan of staggering into 5S projectiles in blockstring. As of the August 2021 patch, 2L will now combo into 5LL at max range due to the 5LL startup buff, which improves the damage of combos started from this normal. Can now use 2L as a staggering tool due to being able to cancel into itself.

2M

2H

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.
850 All U1+ 15 3 28 -15

  • Consumes Goku Black's Smash on hit.
  • Deals extended hitstun if Smash is available.
  • Head attribute invincible during start-up and active frames.
  • Deflects Ki blasts.

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

2S

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.
600 All 30 15 +5~+13

  • Uses the same animation as his j.S
  • Goku Blacks new pressure tool as of the August 2021 patch

Forward advancing and plus on block, this is an excellent tool to establish respect for Goku Blacks gameplan. Threatening a j.M crossup, a dragon rush or using the positioning to do a 2L stagger into 5S, this normal opens a wide variety of ways for Goku Black to pressure the opponent. However it is fairly slow on startup and is ki blast property, so it is liable to be challenged with ki blast immune moves such as superdash. Goku Black can somewhat combat this by buffering a H Fierce God Kick during the 2S but you will lose your turn if you didn't get the read correct.

6M

j.L

j.M

j.H

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.
850 / 1000 High D1+ [D3+] 13 3 18

  • Knockdown state depends on Smash utilization.
  • Dynamic hit results in a wall bounce in the corner and produces a random Dragon Ball.

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

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

j.S

j.2H

Special Moves

God Slicer

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 250, 800 All 13 P (13) 4 23 -4
236M 200×4, 800 All D1 20 P (4) P (4) P (4) P (13) 6 33 -5 at best 4-46 Air
236H 200×4, 1000 All D1 13 P (4) P (4) P (4) P (13) 6 30 -5 at best 1-42 air
j.236L 250, 800 All 13 P (13) 4 23
j.236M 200×4, 800 All D1 20 P (4) P (4) P (4) P (13) 6 33
j.236H 200×4, 1000 All D1 13 P (4) P (4) P (4) P (13) 6 30

236L
  • Goku Black fires a Ki blast ahead while rushing forward and then follows up with an Ki-empowered stab.
  • All versions of this move puts Goku Black airborne immediately.

236M
  • Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.
  • Causes a sliding knockdown.
  • Has superb corner carry if it lands on the opponent while in midscreen.
  • Can only be comboed into while in the corner due to slower start up unless used after a Vanish.

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


236H
  • Costs 0.5 bar of meter.
  • Goku Black fires 4 Ki blasts ahead while rushing forward and then follows up with an Ki-empowered stab.
  • Has all the advantages of the Medium version combined with the speed of the Light version.

A staple of Goku Black's combos. Generally comboed into from j.S during air combos. The Medium version of God Slicer is a great move for ending combos in the corner since it deals good damage and causes sliding knockdown, while the Heavy version of God Slicer is especially noteworthy for being one of the best EX Specials in the game since it allows Goku Black to corner carry and cause a sliding knockdown no matter the situation for only half a meter. As stated, the move shoots multiple ki blast before the slash. This means that the start of the move can easily be beaten by a well timed Superdash. Additionally, if Goku Black has his back against the corner, a simple combo into Vanish > M God Slicer will switch his position with the opponent while still giving a sliding knockdown. The damage proration of the move was buffed in the August 2021 patch making it a much more favorable starter.

M and H godslicer serve as amazing extension tools using the special tag feature due to its long duration, allowing for things such as tagging on the startup of the move and letting the tagged in character dragon rush the opponent while the move is still hitting them.

Instant Transmission

214L/M/H

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 Teleport 19, Appear 26 3 (28 Total) 19-25 Full
214M Teleport 19, Appear 26 3 (28 Total) 19-25 Full
214H Teleport 19, Appear 22 3 (24 Total) 19-25 Full

  • 214L teleports to the air directly in front of the opponent.
  • Can be used instead of Super Dash to followup a successful 2H.

  • 214M teleports to the air slightly away from the front of the opponent.
  • Can be used after knockdowns for safejump pressure and to bait enemy anti-airs.

  • 214H costs 0.5 bar of meter.
  • Teleport to the air directly behind the opponent.

One of Goku Black's main tools for opening up opponents. Black is free to move immediately after teleporting, allowing him mix-up opponents in a variety of ways including hitting overhead with j.H, empty-jumping low with 2M, or crossing-up with IAD j.M. Long start-up and airborne state means it is easy to react to and punish, so assists are needed to use this move safely. The new superjump properties of the move allow him to float over the heads of most of the cast. This enables Black's extremely ambiguous left right mix and makes his high low game far more threatening. Here an excellent video explaining how the mix-up works.

Fierce God Kick

j.214L/M/H

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.
j.214L 700 All 14 Until Landing (2f minimum) 19 -1~-6
j.214M 400, 600 All U1+ 18 Until Landing (2f minimum) 19 -1~-6
j.214H 400, 1000 All U1+ 14 Until Landing (2f minimum) 19 -1~-6

  • j.214L does not cause a knockdown.

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


  • j.214M Smash version bounces opponents for combo extensions.
  • Wall bounces if Black reaches the corner before the ground.
  • Slower startup than the Light version.
  • Resets superdash count on hit

Can be comboed with certain assists, like Kefla, Gogeta, Zamasu, Trunks (near the corner) and Vegito, just to name a few.


  • j.214H Smash version bounces opponents for combo extensions.
  • Wall bounces if Black reaches the corner before the ground.
  • Same startup speed as the Light version.
  • Resets superdash count on hit

Can be followed up with dragon rush.


The medium and heavy versions are used for corner carry and optimal corner combos. The ground bounce version gives Black the best possible combo options so aim for it over the more limiting wall bounce. The medium and heavy divekick also have the special property that they reset Black's superdash and double jump count, allowing for more diverse combo routes.

Black Kamehameha

236S

Binding Black Kamehameha

214S

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.
310×5 [262×3] Throw [All] U2+ 25 1 (7) 17 19 -13

  • [] is if the grab whiffs.
  • Whiff version scales like the normal Kamehameha, grab version is highly scaled like most grabs.
  • The whiffed Binding Black Kamehameha has less active frames, longer start-up, and 2 less hits compared to the normal Black Kamehameha.

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

Z Assists

Assist A

Black Kamehameha

Assist B

Godly Severance

Assist C

Fierce God Kick

Super Moves

God Slicer Dance

236L+M (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+M 50×18, 1600~2000 All UDV 9+4 26 50 -24 9-21 All
j.236L+M 50×18, 1600~2000 All UDV 9+4 26 56 -30 9-21 All

  • Is Goku Black's Ultimate Z Change Super.
  • Minimum damage is the same regardless of how many ki blades land. Minimum is 810.
  • Cinematic follow up doesn't play unless at least one projectile hits the opponent.
  • Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to any other attacks.
  • Unlike all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts.

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

Holy Light Grenade

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.
236H+S 1000, 1600 All UDV 9+4 16, 23 29 -30 1-15 All
j.236H+S 1000, 1600 All UDV 9+4 Until Landing, 23 29 -33 1-15 All

  • Minimum damage is 300, 480.
  • Goku Black jumps into the air to prepare the attack if he does this super on the ground.
  • Invincible on startup

Goku Black and Zamasu both create a sphere of Ki in their hands, then combine them into a more powerful sphere before dropping it on the enemy. Opponents trapped in it are carried all the way to the ground, making this useful for Ultimate Z Changes. Has one hit at the start from the grenade itself and a second hit at the end from the explosion as it hits the ground.

Risky as a reversal due to the obvious super freeze and from it not hitting on both sides of Goku Black, but helpful in a pinch when the enemy doesn't expect it. Is also great for combos because the new teleport aspect of the move makes Goku Black teleport to the opponent's location to always land this attack whenever they're in hitstun.

The Work of a God

214L+M (Air OK) or 214H+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.
214L+M 4015 All UDV 9+3 30 41 -38 1-17 All
j.214L+M 4015 All UDV 9+3 30 33 -30 1-17 All

  • Minimum damage is 1703.
  • Invincible on start-up.
  • Results in a hard knockdown on hit.
  • Projectile clashes with other supers, beats ki blasts and other non-super projectile.

Goku Black forms the Sickle of Sorrow before using it to release a powerful wave of Ki across the screen that creates a dimensional rift upon damaging the opponent. Clones of Black then spawn from the rift and rapidly attack the opponent before he finishes off his flurry of attacks with another rift tearing strike. Inflicts a hard knockdown on the opponent giving Black the chance to do a safe jump and continue his offense, though the knockback makes it difficult to use outside of the corner. No longer Goku Black's only reversal, but it is still both expensive and risky so use it wisely.

Colors

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

External References

Navigation

 Goku Black
To edit frame data, edit values in DBFZ/Goku Black/Data.

DBFZ/Navigation