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Dragon Ball Z Fighterz Goku Black

Overview

Overview

Goku Blackness has everything a player new to DBFZ is looking for. Aslope a very solid neutral, he has moves blest with range and priority both at the air and at the footing, a uncomplicated philharmonic structure, easy corner-carry, and a few cool gimmicks. On the other hand, he doesn't have much pizazz outside of those initially frightening moves, and against a competent opponent, they shine less and less, eventually beginning to dim. Nonetheless, he's a nifty lenient grapheme that covers most of the bases a new thespian wants in order to win the game, and to also win it with style.

"My very being towers above all...all things...the whole universe!"
Lore: Zamasu, a Supreme Kai-in-training from an alternate Universe 10, takes information technology upon himself to purge mortals in his misguided effort to protect the multiverse. As role of this plan, he uses the Super Dragon Balls to switch bodies with Goku, using the Saiyan hero's immense power, combined with his own godly abilities, to carry out his mission as the nighttime savior, "Goku Black". In an effort to surpass and mock the Saiyan warriors, he developed his ain transformation, Super Saiyan Rosé, a pink variation of the Super Saiyan God Super Saiyan transformation. He allied himself with his future counterpart, dubbed "Future Zamasu", and they together waged genocide on a multiversal scale, only challenged by Son Goku, Vegeta, and Futurity Trunks.
Voice: Japanese: Masako Nozawa English language: Sean Schemmel

Playstyle

Goku Blackness
5🔰A rating of how beginner friendly this character is out of 5, according to Dustloop Wiki editors.

DBFZ Goku Black Portrait.png

Normal Moves

5L

Version Harm Baby-sitHow this attack can exist guarded. NailWhich type of cinematic this assail tin can trigger. StartupShows how many frame that the corresponding move needs to get through in order to reach its active frames. ActiveShows how many frames where at that place is an attackbox, AKA the hitbox where if the opponent touches it, they will have damage. Occurs after Startup. RecoveryShows how many frames that the graphic symbol must go through after its active frames to automatically go back to a neutral opinion. Frame Adv.The difference between the aggressor's recovery and the flow that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very commencement agile frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 4 10 -ii -
5LL 700 All - 9 3 xv -5 -
5LLL 1000 All U3+ xiv 6 15 -5 -

  • 5L is a standard jab.

An open-palm stab. A fair bit longer than most other continuing jabs and can striking crouching opponents. Yous'll want to employ this over 2L in neutral, but in pressure 2L is 0 on cake 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 Blackness forward a good distance and has cracking range, plenty to completely close the gap if reflected. The outer office of his leg does not have a hurtbox only does have a hitbox, making it a fantastic disjoint. Will almost always connect afterwards 5L, like to Bardock but not as expert. 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.
  • E'er results in a Smash, regardless of whether or not Smash has been used upward in a combo.
  • Pressing Light on hit will result in a Super Dash.
  • Completing the air autocombo immediately after this motility will result in a Dynamic hit.
  • Autocorrects on side-switch.

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

5M

5H

5S

Damage Baby-sitHow this assault tin be guarded. SmashWhich blazon of cinematic this attack can trigger. StartupShows how many frame that the respective move needs to go through in order to reach its active frames. AgileShows 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 grapheme must go through later its active frames to automatically go dorsum to a neutral opinion. Frame Adv.The difference betwixt the attacker's recovery and the flow 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 corporeality of Frame Reward upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 [600] All - 13 i 27 -6/+sixteen/-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 information technology travels instantaneously.
  • Higher priority Ki blast and so will vanquish nearly other ki blasts in the game

The strike hitting has actually good hitstun, can philharmonic into 5H and 2H in midscreen or fifty-fifty 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 speedily. Slightly negative on block if the blade connects only the ki wave deals a large corporeality of blockstun, leaving Black positive fifty-fifty up close. This motility'southward ability to deflect ki blasts and retaliate with a ki blast of his own allows Blackness to close down whatever zoning done with low immovability projectiles. Though the ki blast does less damage than the bract, the absence of poration on information technology makes information technology fantastic for boosting a combo's impairment.

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

† Boomerang bug (Notwithstanding working as of Patch 1.24): You can modify the direction of the projectile by using Super Nuance while facing the other direction. The projectile will go backward if it's withal accelerating, simply merely turns around while continue to movement forrad after information technology'south reached enough speed.

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

2L

2M

2H

2S

6M

j.L

j.1000

j.H

j.S

j.2H

Special Moves

God Slicer

236L/Grand/H (Air OK)

Version Damage GuardHow this assail can be guarded. BlastWhich type of cinematic this assail can trigger. StartupShows how many frame that the corresponding motion needs to go through in gild to achieve its agile frames. AgileShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will accept impairment. Occurs after Startup. RecoveryShows how many frames that the character must get through after its active frames to automatically go back to a neutral stance. Frame Adv.The departure between the attacker'due south recovery and the catamenia 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 corporeality of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(due south) this invulnerability applies to.
236L 250, 800 All - 13 0 (thirteen) iv 23 -4 -
236M 200×4, 800 All D1 twenty 1 (4) i (4) 1 (4) 1 (thirteen) 6 33 -5 at best -
236H 200×4, 1000 All D1 13 1 (4) 1 (4) i (4) i (13) 6 thirty -5 at all-time -
j.236L 250, 800 All - 13 1 (thirteen) 4 23 - -
j.236M 200×4, 800 All D1 xx one (4) 1 (4) 1 (4) 1 (13) 6 33 - -
j.236H 200×4, 1000 All D1 13 ane (4) 1 (4) 1 (4) i (13) 6 thirty - -

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

236M
  • Goku Blackness fires iv Ki blasts ahead while rushing forward and and so 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 but be comboed into while in the corner due to slower commencement upwards unless used after a Vanish.

Against some characters in the corner, Goku Black tin can tack on an j.H for a smidge more harm. This tech is generally useless equally 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 alee while rushing forward and and then follows upwardly with an Ki-empowered stab.
  • Has all the advantages of the Medium version combined with the speed of the Lite version.

A staple of Goku Black's combos. Generally comboed into from j.Southward during air combos. The Medium version of God Slicer is a not bad move for catastrophe combos in the corner since information technology deals skilful damage and causes sliding knockdown, while the Heavy version of God Slicer is especially noteworthy for existence 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 merely half a meter. As stated, the motility shoots multiple ki nail before the slash. This ways that the start of the move tin easily be browbeaten past a well timed Superdash. Additionally, if Goku Black has his back against the corner, a uncomplicated philharmonic into Vanish > K God Slicer will switch his position with the opponent while still giving a sliding knockdown. The damage proration of the motility was buffed in the August 2021 patch making it a much more favorable starter.

Chiliad and H godslicer serve as amazing extension tools using the special tag characteristic 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 notwithstanding hitting them.

Instant Transmission

214L/M/H

Version Damage GuardHow this attack can exist guarded. SmashWhich type of cinematic this attack tin can trigger. StartupShows how many frame that the respective move needs to become through in order to achieve its agile frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they volition take damage. Occurs after Startup. RecoveryShows how many frames that the graphic symbol must get through after its agile frames to automatically go dorsum to a neutral stance. Frame Adv.The difference between the aggressor's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very kickoff active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this assail has invulnerability, and what aspect(s) this invulnerability applies to.
214L - - - Teleport xix, Appear 26 - three (28 Total) - 19-25 Total
214M - - - Teleport 19, Announced 26 - three (28 Full) - 19-25 Total
214H - - - Teleport nineteen, Announced 22 - 3 (24 Total) - nineteen-25 Full

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

  • 214M teleports to the air slightly away from the front end of the opponent.
  • Tin be used after knockdowns for safejump force per unit area and to bait enemy anti-airs.

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

I of Goku Black's main tools for opening up opponents. Black is free to move immediately after teleporting, allowing him botch opponents in a variety of ways including hitting overhead with j.H, empty-jumping low with 2M, or crossing-upward with IAD j.Grand. Long showtime-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 backdrop of the move permit him to float over the heads of most of the bandage. This enables Black's extremely ambiguous left right mix and makes his high low game far more threatening. Here an first-class video explaining how the mix-up works.

Fierce God Kick

j.214L/Grand/H

Version Damage GuardHow this attack tin can be guarded. NailWhich type of cinematic this assault can trigger. StartupShows how many frame that the respective motion needs to go through in order to attain its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they volition take damage. Occurs afterwards Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral opinion. Frame Adv.The departure between the attacker's recovery and the period that the opponent is in blockstun. This Frame Reward value is based off the fact that the very showtime active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this set on has invulnerability, and what aspect(s) this invulnerability applies to.
j.214L 700 All - 14 Until Landing (2f minimum) 19 -one~-6 -
j.214M 400, 600 All U1 18 Until Landing (2f minimum) 19 -1~-6 -
j.214H 400, g All U1+ 14 Until Landing (2f minimum) 19 -ane~-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 help to continue combos afterwards. 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 footing.
  • Slower startup than the Lite version.
  • Resets superdash count on hit

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


  • j.214H Boom 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 striking

Tin exist followed upward with dragon rush.


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

Blackness Kamehameha

236S

Binding Black Kamehameha

214S

Z Assists

Aid A

Black Kamehameha

Assistance B

Godly Severance

Aid C

Violent God Kick

Super Moves

God Slicer Trip the light fantastic

236L+M (Air OK)

Version Damage Baby-sitHow this assault can be guarded. NailWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in guild to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches information technology, they will take damage. Occurs subsequently Startup. RecoveryShows how many frames that the character must get through after its active frames to automatically go back to a neutral stance. Frame Adv.The deviation between the attacker's recovery and the period that the opponent is in blockstun. This Frame Reward value is based off the fact that the very first active frame touches the opponent. Throws listing the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
236L+1000 50×eighteen, 1600~2000 All UDV 9+4 26 l -24 nine-21 Full
j.236L+M 50×18, 1600~2000 All UDV ix+4 26 56 -30 nine-21 Full

  • Is Goku Blackness's Ultimate Z Modify Super.
  • Minimum harm is the aforementioned regardless of how many ki blades land. Minimum is 810.
  • Cinematic follow up doesn't play unless at to the lowest degree ane projectile hits the opponent.
  • Enters an uninterruptible cinematic animation on hit, making both Goku Black and his opponent invincible to whatsoever other attacks.
  • Dissimilar all of his other God Slicer attacks, the blade has no hitbox and doesn't deflect ki blasts.

Goku Black unleashes a avalanche of ki blades that embed themselves in the opponent before detonating. The explosion's not-minimum damage depends on how many ki blades hitting. However, the minimum damage is consequent so it is either 7*18, 720 or 5*18, 720. The projectile priority of this super is pretty depression and so it can be eaten upwardly by other projectiles fairly easily. Doesn't provide a knockdown but it does more harm than his other level 1 super so employ this whenever y'all are aiming for more than damage without DHCing. If yous are at a high superlative and wish to DHC, apply his other level i.

Holy Lite Grenade

236H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this assail can trigger. StartupShows how many frame that the corresponding motion needs to go through in order to reach its active frames. ActiveShows how many frames where at that place is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs later on Startup. RecoveryShows how many frames that the grapheme must get through later on its agile frames to automatically go dorsum to a neutral stance. Frame Adv.The difference betwixt the attacker's recovery and the period that the opponent is in blockstun. This Frame Reward value is based off the fact that the very starting time agile frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this assail has invulnerability, and what attribute(southward) this invulnerability applies to.
236H+S one thousand, 1600 All UDV ix+four 16, 23 29 -thirty 9-fifteen Total
j.236H+South thou, 1600 All UDV 9+4 Until Landing, 23 29 -33 nine-15 Total

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

Goku Blackness 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 information technology 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 striking at the end from the explosion equally information technology hits the footing.

Risky equally a reversal due to the obvious super freeze and from it not hitting on both sides of Goku Blackness, just helpful in a pinch when the enemy doesn't expect it. Is as well great for combos considering the new teleport attribute of the motility makes Goku Black teleport to the opponent'due south location to e'er country this attack whenever they're in hitstun.

The Work of a God

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

Colors

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Color 1
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Colour 4
Colour v
Color 6

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Color 7
Colour 8
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Color ten
Color eleven
Color 12

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Color 13ane
Colour 14i
Colour 15i
Color 161
1 Seasonal costumes that are but available at certain times of the twelvemonth.

External References

Navigation

Goku Black

Source: https://www.dustloop.com/w/DBFZ/Goku_Black

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