The General Dragon Ball FighterZ Thread v2 (Saiyan Certified)

god seeing that vegito dramatic finisher just further establishes to me that the devolpers dont give a fuck about him. What was that a one second beam? Christ. Sad time for vegito fans cant even enjoy our character fucking shit up…

Trunks was done well though, sword is goofy as hell looking but ending was a cool view scene whatever.

Disagree. Next to Yamcha’s Saibaman revenge, Vegito punching the Zamasu in his smug prick face while monologuing is probably the most satisfying Dramatic Finish.

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The hitbox on his 5L seems really good, so at least having a long active strong hitbox on the screen is always good in certain situations. But obviously also comes with the bad of being highly whiff punishable. At least you can always vanish cancel

Nah, best dramatic finish is Frieza blowing up Bardock, because fuck Bardock.

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Didn’t realize the characters are actually out already. Someone should test to see if you can tag during vegitos 5L, similar to yamchas auto combo ender

I’m pretty sure the characters are only out if you do the New Zealand timezone thing. I don’t think they’re released everywhere

Really, no hakai on zama from beerus finish? One would think that would be in.

The stream last night confirmed Beerus Hakai works on Zamasu

Ah, odd that they didn’t show it. Oh well.

Max Waring. This is pure gameplay, but I know people don’t want him showing up in their Recommended bins, so there ya go.

EX Lightning puts you in Flight apparently

EDIT: At 3:54, is Zamasu actually blocking an attack or preparing to? If he did block it, EX Lightning doesn’t go away on block

That’s how they should buff beerus. Ex orbs should be unable to super dash through and stay out on block.

Just give them a little bit of a different look

It’s just proximity guard I think, he doesn’t take any chip.

More info from the webs on Zamasu. Specifically from this source

  • Zamasu’s big giant ass vertical slice special you see in all his flight combos seems to be able to be used from the ground, making it a frightening neutral tool. It also has a RIDICULOUSLY short amount of lag (Like Trunk’s move). To the point where it’s almost indistinguishable from canceling or just casting after the animation ends

  • When you block in flight, that ends flight

  • Looks like the Slicing Wave thing Zamasu has for his assist is a 2 hitter move, with the M version being the Slice Wave. L version has no slice but comes out faster, being useful in combos

EDIT:

  • Zamasu’s LVL 3 does NOT allow for regeneration while sparking. I’m curious how this will interract when other LVL 1s are stacked on top of it. Will they not connect like normal LVL3 animations or could it be a way to make damage stick vs Sparking

  • The Yaiba Super stays on screen where it deploys, then fires after a delay.

I got Fused Zamasu to work on PC (likely the same for Blue Vegito). If there are requests about what to check, feel free to post. For “how”, PM me.

Day 0 100% combo

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I’d like you to investigate a few properties

  • Zamasu’s horizontal slice special (I believe it’s called Eternal Justice), is it an air move even when used on the ground?
  • Eternal Justice’s recovery time
  • Can you jump over Eternal Justice? How about his assist?
  • Can he Instant Overhead with his downward angled jumping normal? I think it’s his light. How about his jH which seems to have a good hitbox. Can these be canceled into flight for combos?
  • What is the full range of the lightning when he’s in the air? Can it be dashed through?
  • See if you can combo into the Yaiba Super

Yes. It can be tk’ed. When used on the ground, it can “Low Crush” certain low-hitting attacks. He goes airborne after a certain amount of frames on start-up (can use it as a “backdash” gimmick similar to Street Fighter V to catch random autopilot strings.)

They are all - on block though, including EX variations. While in float stance, 5L 5M and 5H will be Eternal Justice naturally (236L 236M or 236H), with the ability to alter the y-axis velocity by holding 7 8 9 (up direction), and while the same applies for 1 2 3 (down direction)… the down variation requires the directional inputs to be done after the move, otherwise you will get 2H.

With that said, float stance is cancellable to 2H (losing float stance), and his Wall of Light (214 special) can be performed by 4L/4M/4H instead while retaining float stance. Float stance can cancel to supers at any time.

Interesting note: Float stance lasts roughly 3 seconds in real-time. However, you can do float 4L/4M/4H and can reset the float timer for another 3 seconds (it does not stack.)

  • Hard to answer. Recovery time seems short, but I don’t have a frame data count system working. Definitely whiff punishable with forward-advancing Medium normals, and even typical 2Ms can whiff punish.

  • For the regular special, in the picture above, the area where Zamasu’s “hand” is can be considered as a sweet spot, so if a running jump was done around this region, the opponent can cross-up. Otherwise, no… you cannot regular single jump over it (definitely can double jump and super jump it though).
  • For the “CHARGED” 236S, it is jumpable.
  • A18 is able to neutral jump over the “assist” just fine (no double jump involved) just like the regular charged 236S.
  • Not on A18 at least for both his jL and jH.
  • Instant Overhead does work with jL against Cell if a deep jH is landed on block… can chain the jL to jH and follow-up with assists/sparking/super etc.
  • Yes all jumping normals (j2H included) can cancel to float stance and other special moves.
  • His 214L/214M/214H (in float stance it’s also 4L/4M/4H) projectiles goes across normally in a 5 o’clock angle.
  • It is Super Dash-able unfortunately.

What’s a Yaiba super?

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Some follow ups

  • Did you test jumping over him when he’s an assist? The quotes make me think no. Hard to tell

  • I wanted to know if you were in the top left corner of the screen, how far down the lightning traveled. Does it hit the ground or is it short?

  • The Yaiba Super is his Red Laser Super. I named it because Goku Black’s Super where he throws the exploding shards has the word ‘Yaiba’ as like the only parseable sound and as such commentators have called it the ‘Yaiba’. This move has the same deal

  • I get that the air moves can be canceled into flight, but can they combo after is what I’m asking. like
    jH -> Flight -> jL -> Stuff

  • Can you 2H a grounded Eternal Justice and be safe? Like will it go right through it, cancel it out, whathaveyou?

You can jump over his assist.

The lightning travels until it makes contact with the opponent, the ground, or specific hitbox properties that counters it.

Never got to see if it’s comboable. I can try with Vegeta assist or if you can 2M xx 236HS > 5L… and edit this post afterward. EDIT: It is combo’able with assists at the very least (with example, 5H~assist>[5H hits the opponent]xx236HS>5LLL>jML>jLLL)… you can follow-up with 5LLL to a super dash. Not optimized at all, but the ability to do so is there.

In the ground it wouldn’t work since jH leaves the opponent crouching on hit. For jH against airborne opponents, the opponents fall down fast enough to where combo follow-ups by himself were not possible.

Fuzzy guard/instant overhead works on Cell. You can do very deep jH > 8jLH (call assist or super or whatever here)

Fused Zamasu can’t seem to be 2H’d off of grounded Eternal Justice (236+attack) in start-up or active frames. Only counter-hit.

Side note: Can’t seem to be able to “link” sparking from his supers. Might be possible to link Sparking with really long active assists (ie: Vegeta) for his 236LM.


Bluegeto’s 2L definitely isn’t a Low from what someone mentioned on stream (Bamco stream?). It can be blocked both crouching and standing (or hits Mid using English localization).

Bluegeto’s assist does hit if the point character is point-blank. However, it does not land if you are running onto the opponent while the assist is called point-blank.

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So after watching these characters all day, I have the following thoughts.

On Vegito: Vegito, like Bardock before him, is kind of a universally effective guy. He lacks anything truly considered a weakness in his chosen playstyle, and just has varying levels of effectiveness and counterplay from the opponent (like jabbing out his normals for example). If you want to play Vegito, there will be nothing to really worry about. He’ll definitely be a pick for those that like to out neutral their opponents and pester them with superior buttons compared to mixup shenanigans, which is a strength in this game. I could see anchor Vegito being a thing based on his solo effectiveness, but he’ll probably wind up a point character.

On Zamasu: Zamasu isn’t nearly as splashable as Vegito, but the potential I think is higher. Definitely a character that requires a lot of time, but one that pays dividends while allowing for great creativity. He’ll never be an anchor character, but I’d say depending on what you want from him he could be a 1st or 2nd, either for the team to be built around him (getting to that in a sec) or to use his assist. His combo potential seems particularly well suited for assists: comboing into Vegeta while you summon some lightning or the Yaiba Wall will be common place. Flight seems kinda…iffy. I’m having trouble really thinking of it’s uses at the moment, particularly regarding it as a neutral state of being. Still useful for combos and keeping safe I suppose.

Neither of them seem to be a real problem from the get-go like Bardock was, but they won’t be banished to the gimmick bin like Broly Beerus, Krillin, etc. I’d give them a solid B+ with potential to improve