Jetzt günstig online kaufen: Dragon Ball Super - Goku Black Figur 17cm. Versandkostenfrei ab 20 EUR in Deutschland, schnelle Lieferung. Das ist Elbenwald. Zamasu, in der englischen Lokalisierung des Dragon Ball Super Manga von Viz Media als Zamas geschrieben, ist eine fiktive Figur in der Dragon Ball-Serie. Er wird als Goku Black in der siebenundvierzigsten Folge der Dragon Ball Super-Anime-Serie. Goku Black Hope you Enjoy it!:) I DO NOT OWN DRAGONBALL. DragonBall is Owned by TOEI ANIMATION, Ltd. and licensed by FUNimation Productions.
Dragon Ball Super - Goku Black Future Battle Figur 17 cmJetzt günstig online kaufen: Dragon Ball Super - Goku Black Figur 17cm. Versandkostenfrei ab 20 EUR in Deutschland, schnelle Lieferung. Das ist Elbenwald. - Erkunde Omni-King Annas Pinnwand „Goku Black“ auf Pinterest. Weitere Ideen zu dragon ball, dragonball z, goku. Sammelfigur Dragonball Goku Black: ilyoyocontest.com: Spielzeug.
Goku Black Navigation menu VideoDragon Ball Super - Goku Black Saga / Future Trunks full saga Fused Zamasu was the combination of the mortal Goku Black and the immortal Zamasu. While Goku Black's mortal half was destroyed, Zamasu's immortality prevented him from heading straight to Other World. Without a physical body to inhabit, his will became a force of evil, which is why Trunks, Goku, and Vegeta were unable to touch him in this state. Goku Black emerges and confronts Vegeta, saying that the reasoning behind Vegeta's sudden increase of power was from the anger of his son. Goku Black says he must have overlooked it because turning anger into power is a concept only a mortal could think of. Goku Black then creates his Aura Slide energy blade, completely pushing it into his left. Goku Black is the central antagonist of the "Future" Trunks saga of Dragon Ball ilyoyocontest.com is a mysterious yet evil being who bears a striking resemblance to Goku and has not only caused the Earth's second apocalypse in Future Trunks' timeline, but nearly wiped the multiverse of all life. Goku Black(mainly just referred to asBlack) is one of the two main antagonists (alongside Future Zamasu) of the Future Trunks Saga ofDragon Ball Super. He is a mysterious and evil being who bares a striking resemblance to Goku and has caused the Earth's second apocalypse in Future Trunks' timeline. Eventually though, it is revealed that he is the original incarnation ofZamasu, having switched. Performs a ki-empowered dive kick. The hitbox lasts until Goku Black lands. Input Damage Guard Start-Up Advantage (in air) All — — A quick divekick with no extra effects. (in air) All — — On hit, the dive kick drags the opponent to the ground before Goku Black rebounds off them and launches them into the air.
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This only works if you're close to the corner, so it's recommended you use it in conjunction with 5H. If you want to end in a super, generally you'll want to land first.
If you're just routing into level 3, use it immediately. Goku Black's combos are relatively basic.
If he's in the corner, he can reliably force slide knockdowns with j. From Dustloop Wiki. N amount of times. Dragon Ball FighterZ e. Navigation menu Personal tools Not logged in Talk Contributions Log in.
Namespaces Page Discussion. Views Read Edit View history. Main page Notation Glossary Dustloop Forums. Leg sweep that hits low and moves Goku Black forward slightly giving it more reach than expected.
Use it after doing Instant Transmission then time j. H so that the hit box doesn't come out for a deceptive empty jump low.
One of Black's best starters in terms of damage and practicality, though thanks to his amazing 5LL this isn't his go to attack for following up vanishes like most of the cast.
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. Goku Black does a short hop into a flip kick, hitting opponents overhead. Very basic, Black has other tools that can do the same job.
Requires an assist or Sparking Blast to convert a successful hit into a combo. Aerial chop that makes a good air-to-air normal due to its horizontal range.
Its vertical range leaves much to be desired, resulting in whiffs during combos if the opponent is slightly below Goku Black. This also makes it difficult to hit short characters crouching and makes it near impossible for Black to set up fuzzies.
Aerial roundhouse kick that serves as a decent jump-in attack but it is primarily used as combo filler. 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.
Standard air ki blast that is angled diagonally downward. Used to end air combos with either the light or heavy version of God Slicer, the former for follow-up supers and the latter for a corner knockdown.
Can poke opponents to button check them in neutral, leading into a combo on hit if vanish canceled. Be wary, this ki blast is beaten by higher priority projectiles, super armored moves, and Super Dash.
Upward split kick used to extend air combos by using Goku Black's Smash to combo into Super Dash or lead into additional air normals by canceling the non-Smash version into a double jump.
Doesn't hit overhead like Black's other air normals. 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.
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.
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. Long start-up and airborne state means it is easy to react to and punish, so assists are needed to use this move safely.
If you superjump install the L or H variants of the move, you can 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. A powerful mobility tool for Goku Black, though it is vulnerable to anti-airs. Requires a vanish or an assist to continue combos after.
Can be comboed with certain assists, like Kefla, Gogeta, Zamasu, Trunks near the corner and Vegito, just to name a few.
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.
Goku Black unleashes a Kamehameha that goes full screen. Cannot be angled or used in mid-air which limits its usefulness, but it recovers 2 frames faster than SSJ Goku's or Gohan's beams.
This is Black's best zoning tool as well as a decent frame trap when it is used after a heavy on block.
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.
Goku Black warps in and unleashes a Kamehameha that goes full screen. This beam assist is fantastic at controlling space, keeping opponents locked down, and for extending combos.
Pairs well with Super Saiyan Goku's Kamehameha assist for double beam coverage. Goku Black's assist comes out faster and recovers slower than SS Goku's, leaving him vulnerable for longer after launching his attack.
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.
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. The Holy Hand Grenade of Antioch! 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.