"content": "## Character Skills Guide for Dragon Ball FighterZ
This guide details every playable character in Dragon Ball FighterZ, covering their unique skills, special moves, Super Moves, unique mechanics, assist options, recommended team positions, combos, and synergies. Skills are organized by character. Input notation uses standard fighting game conventions: QCF (quarter-circle forward), QCB (quarter-circle back), DP (dragon punch motion), etc. All moves consume Ki Gauge unless noted otherwise. This guide assumes familiarity with the game's universal mechanics (Super Dash, Vanish, Sparking Blast).
Notation Key
- L/M/H/S – Light/Medium/Heavy/Special (Ki Blast)
- j. – Jump cancel
- SD – Super Dash
- IAD – Instant Air Dash
- DR – Dragon Rush
- Assist – Z-Change or Assist call
- Meter – Ki Gauge bars (0–7)
- Level 1/3 Super – Super moves costing 1 or 3 bars
---
Base Roster Characters
Android 16
- Playstyle: Grappler, high damage, armored moves.
- Unique Mechanic: Can self-destruct with a Level 3 Super (unscaled damage if last alive).
- Assist: A (Rocket Punch) – wall bounce, great for combos.
| Move | Input | Description | Properties | Combos/Tips |
|---|
| Rocket Punch | QCF+S | Armored heavy projectile; hits multiple times. | Startup 20f, +5 on block, wall bounce on hit. | Use to extend combos or punish predictable approaches. |
| Hell Flash | QCB+S (air OK) | Command grab; anti-air version. | Unblockable, 0 startup for air version. | Mix-up after knockdown; air version catches jump outs. |
| Dynamite Driver | QCF+L/M/H | Armored dash punch; H version has more range. | Armor starts frame 1; H version wall bounces. | Get-in tool; cancel into super. |
| Power Bomb | 63214+S (air OK) | Air throw; can chain into ground bounce. | Leads to hard knockdown. | Use after IAD or j.214L. |
| Super: Hell's Flash | QCF+L+M | Level 1: massive fast projectile. | Can DHC into other supers. | Use as combo ender. |
| Super: Splash | QCB+L+M | Level 1: anti-air grab; hits standing opponents. | Scales well. | Punish super dashes. |
|
Super: Self-Destruct | 236+L+M (when last character) | Level 3: huge damage, kills user. | Unscaled damage (6k+). | Last-resort finisher.
Recommended Build: Point or Mid; Assist A for combos. Synergy with characters that need wall bounce (e.g., Kid Buu).
---
Android 18
- Playstyle: Mix-up with barrier, command grab, and 17 assist.
- Unique Mechanic: Can call Android 17 for assist attacks (similar to puppet fighter).
| Move | Input | Description | Properties |
|---|
| Barrier | 214+S (hold) | Absorbs projectiles and all hits; has health. | Recovers with 17 assist; can reflect. |
| 17 Assault | 214+L/M/H (during Barrier) | Counter strike. | L version overhead, M low, H launcher. |
| Accelerating Dive | 236+L/M/H (air OK) | Overhead dive; H version wall bounces. | Use in blockstrings; air version for IAD mix. |
| Finger Beam | QCF+S | Projectile. | Slow startup; can be used to zone. |
| Destructo Disc | QCB+S | Slow moving projectile; can be angled. | Hits multiple times; good for oki. |
| Super: Double Destructo Disc | QCF+L+M | Level 1: two discs. | High damage, good for DHC. |
| Super: Energy Volley | QCB+L+M | Level 1; 17 fires multiple ki blasts. | Full screen, fast. |
| Super: Energy Barrage | (Level 3) 236+L+M | Large beam. | Use as finisher. |
Recommended Build: Point or Mid. Assist A (Energy Volley) for full screen pressure. Synergy with barrier-heavy teams.
---
Android 21 (Base)
- Playstyle: Versatile, command grab stealing, food meter mechanic.
- Unique Mechanic: Collects \"power up\" by using command grab; enhances specials.
| Move | Input | Description | Properties |
|---|
| Shining Slash | QCF+L/M | Low dash attack; M version can cancel into command grab. | + frames on block. |
| Photon Swipe | QCB+S | Command grab. | Unblockable; restores health and builds power up. |
| Planet Crusher | DP+L/M/S | Anti-air; L version has invincibility. | Good for AA. |
| Ki Blast Cannon | 236+S (air OK) | Rapid fire projectiles. | Can be sustained. |
| Super: FighterZ Kick | QCF+L+M (Level 1) | Fire kick. | Standard damage. |
| Super: Full Power Energy Wave | 236+L+M (Level 3) | Massive beam. | Use at full power up for extra damage. |
Recommended Build: Any position; good assist (A or B depending on need). Synergy with characters that benefit from command grab setups (e.g., Gotenks).
---
Bardock
- Playstyle: Rushdown, pressure with lariat, command grab.
- Unique Mechanic: Tyrant Lancer (command grab) leads to combos.
| Move | Input | Description | Properties |
|---|
| Tyrant Lancer | 214+L/M | Command grab; M version wall bounces. | Unblockable, can combo after with assist. |
| Spin Kick | 236+L/M | Overhead kick. | L version fast; M version slower but plus. |
| Rebellion Spear | QCF+L/M | Projectile. | Slow but good for controlling space. |
| Riot Javelin | (air) 236+S | Dive kick. | Cross-up potential. |
| Super: Final Spirit Cannon | QCF+L+M (Level 1) | Beam. | Standard. |
| Super: Rebellion Spear (Level 3) | 236+L+M | Command grab style super. | High damage, cinematic. |
Recommended Build: Point or Mid. Assist A (Rebellion Spear) for low blockstun. Excellent pair with assists that grant floats (e.g., Goku SSJ).
---
Beerus
- Playstyle: Zone with orbs, trap-based setups.
- Unique Mechanic: Orbs from heavy attacks act as traps.
| Move | Input | Description | Properties |
|---|
| Sphere of Destruction | 236+S | Orbs fire after delay. | Can be angled; combo extender. |
| God of Destruction's Anger | QCB+L/M | Counter with auto-combo. | High reward but risky. |
| Destruction's Wrath | 214+L/M | Teleport attack; M version cross-up. | Hard to react. |
| Super: Super God Fist | QCF+L+M (Level 1) | Rush punch. | Standard. |
| Super: Max Sphere of Destruction | 236+L+M (Level 3) | Huge orb barrage. | High damage, used as finisher. |
Recommended Build: Mid/Anchor. Assist A (Sphere) for pressure. Synergy with characters that can set up orbs (e.g., Zamasu).
---
Broly (DBS)
- Playstyle: Grappler, armored attacks, high damage.
- Unique Mechanic: Gigantic Meteor (command grab) with huge range.
| Move | Input | Description | Properties |
|---|
| Gigantic Meteor | 214+L/M/H | Command grab; H version faster but less range. | Unblockable; can be chained from normals. |
| Gigantic Charge | 236+S | Armored dash forward. | Absorbs one hit; leads to grab or combo. |
| Eraser Cannon | QCF+S | Projectile. | Slow startup; good for zoning. |
| Gigantic Impact | (air) 236+L/M | Dive punch. | Overhead; can combo into super. |
| Super: Gigantic Tempest | QCF+L+M (Level 1) | Rush attack; hits multiple times. | Can be used as DHC. |
| Super: Gigantic Roar | 214+L+M (Level 3) | Command grab super; huge damage. | Unscaled when heat mode active? No, but high. |
Recommended Build: Point or Mid. Assist A (Eraser Cannon) for long range. Synergy with characters that need armor (e.g., Android 16).
---
Cell
- Playstyle: All-rounder with strong neutral, command grab, and clone.
- Unique Mechanic: Perfect Attack (command grab) leads to guaranteed combo in corner.
| Move | Input | Description | Properties |
|---|
| Rolling Crush | QCF+L/M | Slide kick; low profile. | M version wall bounces. |
| Perfect Attack | 214+L/M/H | Command grab; H version slow but tracks. | Unblockable; can combo after. |
| Gravity Kick | 236+L/M (air OK) | Dive kick; can cancel into normals. | L version fast, M version more plus. |
| Kamehameha | QCF+S | Beam. | Standard damage, good for DHC. |
| Solar Kamehameha | (air) 236+S | Beam from air. | Good for pressure. |
| Super: Perfect Kamehameha | QCF+L+M (Level 1) | Beam. | Standard. |
| Super: Perfect Barrier | QCB+L+M (Level 1) | Counter super. | Tricky but high reward. |
| Super: Spirit Bomb | 236+L+M (Level 3) | Large orb; hits multiple times. | High damage. |
Recommended Build: Any position; strong anchor. Assist A (Kamehameha) for neutral. Synergy with pop-up assists.
---
Cooler
- Playstyle: Grappler with counter, high damage, and armor.
- Unique Mechanic: Counter via ult; can absorb attacks.
| Move | Input | Description | Properties |
|---|
| Energy Beam | QCF+S | Projectile. | Standard. |
| Death Crasher | 214+L/M | Command grab; M version has more range. | Unblockable; leads to combo. |
| Cooler's Attack | 236+L/M | Armored dash punch. | Good for breaking pressure. |
| Super: Supernova | QCF+L+M (Level 1) | Fireball. | Can be used in combos. |
| Super: Destructo Disc | QCB+L+M (Level 1) | Fast projectile. | Good for oki. |
| Super: Emperor's Vengeance | 236+L+M (Level 3) | Counter super; huge damage. | High risk, high reward. |
Recommended Build: Mid/Anchor. Assist A (Energy Beam). Synergy with Beam assists.
---
Frieza
- Playstyle: Zoner, keepaway with projectiles, transforms for different moves.
- Unique Mechanic: Golden Frieza (Level 3 install) gives enhanced normals and supers.
| Move | Input | Description | Properties |
|---|
| Death Beam | QCF+S | Fast projectile. | Good for punishing. |
| Energy Disc | QCB+S | Slow moving disc; can be angled. | Hits multiple times. |
| Psychokinesis | 214+S | Pulls opponent; sets up combos. | Good for re-stand. |
| Nova Strike | 236+L/M (air OK) | Overhead dive. | Can be used in blockstrings. |
| Super: Death Ball | QCF+L+M (Level 1) | Big projectile. | Standard. |
| Super: Emperor's Supernova | 236+L+M (Level 3) | Massive beam. | Use as finisher. |
| Super: Golden Frieza | (install) 214+L+M | Transform; drains health and meter? Actually costs 3 bars, drains health slowly. | Enhanced speed and moves; must use wisely. |
Recommended Build: Point or Mid. Assist A (Death Beam) for zoning. Synergy with characters that can keep opponent in corner (e.g., Android 21).
---
Ginyu
- Playstyle: Gimmick-based, can swap bodies with opponent via super.
- Unique Mechanic: Ginyu Force calls (Raccoon, Guldo, etc.) via specials; Body Change super swaps life bars.
| Move | Input | Description | Properties |
|---|
| Guldo Attack | 236+S | Calls Guldo to paralyze opponent. | Good setup. |
| Jeice Attack | 214+S | Jeice fires a projectile. | Standard. |
| Burter Attack | 236+L/M (air OK) | Burter dashes across screen. | Can cross-up. |
| Recoome Attack | 214+L/M | Recoome appears for a tackle. | Good for pressure. |
| Super: Body Change | QCF+L+M (Level 1) | If it hits, you swap health; opponent becomes Ginyu. | Very tricky; can turn match around. |
| Super: Ginyu Force Special | 236+L+M (Level 3) | All members attack. | High damage. |
Recommended Build: Point (to use Body Change early). Assist A (Jeice) for neutral. Synergy with high damage anchors (e.g., Cell).
---
Gogeta (SS4)
- Playstyle: Rushdown with high damage, mix-ups, and install super.
- Unique Mechanic: Meteor Smash (command grab) and Sparking Blast enhancements.
| Move | Input | Description | Properties |
|---|
| Meteor Smash | 214+L/M | Command grab; M version wall bounces. | Unblockable, good for oki. |
| Stardust Fall | 236+L/M (air OK) | Dive kick; can cancel. | Overhead. |
| Big Bang Attack | QCF+S | Projectile. | Standard. |
| Super: God Punisher | QCF+L+M (Level 1) | Rush combo. | High damage for 1 bar. |
| Super: Final Kamehameha | 236+L+M (Level 3) | Massive beam. | Use as finisher. |
| Super: Limit Break | (install) 214+L+M (Level 3) | Enter Limit Break mode; enhances damage and specials. | Must be used carefully due to cost. |
Recommended Build: Point or Mid. Assist A (Big Bang Attack) for neutral. Synergy with characters that can extend combos (e.g., Bardock).
---
Goku (SSJ)
- Playstyle: All-rounder, beam, DP, versatile.
- Unique Mechanic: Kaioken (Level 1 install) strengthens moves; can spam.
| Move | Input | Description | Properties |
|---|
| Kamehameha | QCF+S | Beam. | Standard, good for DHC. |
| Dragon Rush | 214+L/M | Overhead kick. | L version fast, M version +. |
| Typhoon Kick | DP+L/M | Anti-air DP. | Invincible startup. |
| Super: Super Kamehameha | QCF+L+M (Level 1) | Beam. | Standard. |
| Super: Spirit Bomb | 236+L+M (Level 3) | Large orb. | High damage. |
| Super: Kaioken | (install) 214+L+M (Level 1) | Gain temporary attack boost; can chain into other supers. | Effective for burst damage. |
Recommended Build: Any position; excellent anchor. Assist A (Kamehameha) for neutral. Synergy with any team.
---
Goku (SSGSS)
- Playstyle: Similar to SSJ but with additional moves like Instant Transmission.
- Unique Mechanic: IT as a special.
| Move | Input | Description | Properties |
|---|
| Kamehameha (Beam) | Same as SSJ. | Standard. | |
| Instant Transmission | 214+S (air OK) | Teleport behind opponent; can chain. | Great for mix-ups. |
| God Kick | 236+L/M | Overhead; M version slower but +. | |
| Super: Super Kamehameha | QCF+L+M | Level 1. | |
| Super: Instant Transmission Kamehameha | QCB+L+M | Level 1; teleports then beam. | Can be delayed. |
| Super: Hakai | 236+L+M (Level 3) | Massive beam. | Finisher. |
Recommended Build: Mid/Anchor. Assist A for beam or B for assist that gives sliding knockdown. Synergy with teleport mix-ups.
---
Goku (Ultra Instinct)
- Playstyle: Counter-heavy, fast movement, high damage.
- Unique Mechanic: Auto-dodge during normals before attack; unique counters.
| Move | Input | Description | Properties |
|---|
| Autonomous Ultra Instinct | (passive) | Some attacks cause him to dodge automatically. | Triggers during certain normals. |
| Quick Change | 214+L/M | Teleport attack; can cancel. | Good for mix. |
| God Speed | 236+L/M | Dash punch; M version has more range. | Armored? No, but fast. |
| Super: Kamehameha | QCF+L+M (Level 1) | Standard. | |
| Super: Soaring Fist | 236+L+M (Level 1) | Command grab super; high damage. | Can be used as counter. |
| Super: Ultra Instinct Final | 214+L+M (Level 3) | Cinematic combo; huge damage. | Finisher. |
Recommended Build: Point or Mid. Assist A (God Speed) for pressure. Synergy with characters that require high execution (e.g., Hit).
---
Gotenks
- Playstyle: Fast mix-ups, command grab, ghost setups.
- Unique Mechanic: Ghost attacks (Kamikaze Ghosts) for oki.
| Move | Input | Description | Properties |
|---|
| Ghost Attack | 236+S | Summon ghost that flies forward; can be charged. | Good for blockstrings. |
| Lightning Kick | 214+L/M | Stance into low/overhead mix. | High pressure. |
| Spin Attack | DP+L/M | Anti-air. | Invincible. |
| Super: Super Ghost Kamikaze | QCF+L+M (Level 1) | Ghosts hit multiple times. | Good for DHC. |
| Super: Galactic Donuts | 236+L+M (Level 3) | Binds opponent, then big beam. | High damage. |
Recommended Build: Point or Mid. Assist A (Ghost) for oki. Excellent with characters that can benefit from ghost setups (e.g., Kid Buu).
---
Hit
- Playstyle: Time skip mix-ups, counter-based.
- Unique Mechanic: Time Skip allows delayed attacks and counters.
| Move | Input | Description | Properties |
|---|
| Time Skip / Cancel | 236+S | Enters stance; can cancel into attacks. | Allows frame traps. |
| Time Skip: Deadly Strike | 236+L/M (during stance) | Overhead; M version low. | Unreactable mix. |
| Vital Point Strike | 214+L/M | Command grab; M version has more range. | Unblockable. |
| Super: Time Skip: Flash Strike | QCF+L+M (Level 1) | Quick rush. | Standard. |
| Super: Time Skip: Heatstroke | 236+L+M (Level 3) | Cinematic; big damage. | Finisher. |
Recommended Build: Point (needs meter for mix-ups). Assist A (Time Skip) for command grab setups. Synergy with characters that can keep opponent still (e.g., Ginyu Guldo).
---
Janemba
- Playstyle: Zoner with teleport, giant normals, and tricky setups.
- Unique Mechanic: Spawns a mini portal that creates projectiles.
| Move | Input | Description | Properties |
|---|
| Portal Projectile | 236+S (hold to delay) | Summons orb that shoots beam; multiple versions. | Good for corner pressure. |
| Teleport | 214+S (air OK) | Teleport behind opponent. | Great for cross-ups. |
| Giant Slash | 236+L/M | Wide slash; can cancel into teleport. | |
| Super: Hell Gate | QCF+L+M (Level 1) | Opens portal; hits multiple times. | Good for DHC. |
| Super: Demon Impulse | 236+L+M (Level 3) | Full screen cinematic. | High damage. |
Recommended Build: Mid/Anchor. Assist A (Portal) for neutral. Synergy with trap characters (e.g., Beerus).
---
Kid Buu
- Playstyle: High pressure, fast moves, command grab, self-destruct super.
- Unique Mechanic: Regenerates health when using certain normals? No, but regenerates via specials? Actually no, but he has a unique command grab.
| Move | Input | Description | Properties |
|---|
| Majin Buu Ball | 236+S | Spinning ball projectile; can be angled. | Good for pressure. |
| Stomach Bomb | 214+L/M (air OK) | Command grab; M version faster. | Unblockable; leads to combo. |
| Human Extinction Attack | DP+L/M | Anti-air. | Invincible. |
| Super: Buu Ball | QCF+L+M (Level 1) | Ram opponents; can be angled. | Standard. |
| Super: Planetary Extinction | 236+L+M (Level 3) | Huge explosion. | High damage; can kill whole team. |
| Super: Self-Destruct | (Last character) 214+L+M | Kill user, huge damage. | Unscaled. |
Recommended Build: Point or Mid. Assist A (Buu Ball) for pressure. Synergy with any team due to speed.
---
Krillin
- Playstyle: Zoning, rock setups, destructo disc, senzu bean support.
- Unique Mechanic: Senzu Bean can be thrown to heal allies (if hit).
| Move | Input | Description | Properties |
|---|
| Rock Throw | 236+S | Throws rock; can be charged for multiple. | Good for chip. |
| Destructo Disc | QCB+S | Slow moving; hits multiple. | Good for oki. |
| Senzu Bean | 214+S (hold to delay) | Fires bean; if it hits ally, heals 20% HP. | Can change momentum. |
| Super: Kamehameha | QCF+L+M (Level 1) | Standard. | |
| Super: Scatter Kamehameha | 236+L+M (Level 3) | Wide beam. | |
Recommended Build: Anchor (heal assist). Assist B (Senzu) for support. Synergy with health-hungry characters (e.g., Frieza Golden).
---
Majin Buu
- Playstyle: Grappler with unique body morphing, fat toss.
- Unique Mechanic: Fat Toss (command grab) and can absorb opponent for transformation? No.
| Move | Input | Description | Properties |
|---|
| Fat Toss | 214+L/M | Command grab; throws opponent to corner. | Unblockable; good setup. |
| Sweet Jelly | 236+S | Projectile. | Slow; can be absorbed? No. |
| Buu Spin | DP+L/M | Anti-air. | |
| Super: Super Buu Ball | QCF+L+M (Level 1) | Roll attack. | Standard. |
| Super: Mystic Attack | 236+L+M (Level 3) | Command grab super; huge damage. | |
Recommended Build: Point or Mid. Assist A (Fat Toss) for corner carry. Synergy with corner pressure characters (e.g., Cell).
---
Nappa
- Playstyle: Saibamen summoning, zoning, high damage.
- Unique Mechanic: Plant Saibamen that attack on timer or when hit.
| Move | Input | Description | Properties |
|---|
| Saibaman Plant | 236+S | Plants a Saibaman; can hold up to 3. | Saibamen attack after timer or on command. |
| Saibaman Attack | 214+S | Command Saibamen to attack. | Good for pressure. |
| Energy Shot | QCF+L/M | Projectile; M version has more range. | |
| Super: Break Cannon | QCF+L+M (Level 1) | Beam. | |
| Super: Giant Nappa? Actually Nappa has no level 3? He has one: 236+L+M (Level 3) – massive beam. | | | |
Recommended Build: Mid/Anchor. Assist A (Saibaman) for constant pressure. Synergy with characters that can lock down opponent (e.g., Beerus).
---
Piccolo
- Playstyle: Grappler, arm stretch, setup with Hellzone Grenade.
- Unique Mechanic: Hellzone Grenade (Level 1) creates orb trap; can combo into itself.
| Move | Input | Description | Properties |
|---|
| Demon Elbow | QCF+L/M | Overhead elbow; M version wall bounces. | Good for combos. |
| Son Goku Special | 214+S | Teleport behind opponent. | |
| Hellzone Grenade | 236+S | Creates orb trap; can be detonated by hitting orb. | Setup tool. |
| Super: Special Beam Cannon | QCF+L+M (Level 1) | Charge beam; can be held. | Great for DHC. |
| Super: Hellzone Grenade (Super) | 236+L+M (Level 1) | Creates multiple orbs. | Can lead to huge damage. |
| Super: Light Grenade | (Level 3) | Large beam. | |
Recommended Build: Point or Mid. Assist A (Demon Elbow) for combos. Synergy with characters that need re-stand (e.g., Cell).
---
Vegeta (SSJ)
- Playstyle: Rushdown, kick loops, command grab, DP.
- Unique Mechanic: Rekka kicks (multiple kicks chain).
| Move | Input | Description | Properties |
|---|
| Machine Gun Kick | 236+L/M (air OK) | Rekka kick; can follow up with L or M. | Ground version leads to combo. |
| Rocket Kick | 214+L/M | Overhead kick; M version plus. | Good for pressure. |
| Galick Gun | QCF+S | Beam. | Standard. |
| Super: Big Bang Attack | QCF+L+M (Level 1) | Fireball. | |
| Super: Final Flash | 236+L+M (Level 3) | Huge beam. | Finisher. |
Recommended Build: Any position. Assist A (Galick Gun) for beam. Synergy with any.
---
Vegeta (SSGSS)
- Playstyle: Similar to SSJ but with additional aerial rekka and instant transmission? Actually no IT.
- Unique Mechanic: Enhanced kicks and faster Galick Gun? He has a command grab.
| Move | Input | Description | Properties |
|---|
| Super Dash Kick | 236+L/M | Overhead; can cancel into air rekka. | |
| Jet Smash | 214+L/M (air OK) | Command grab? Actually a kick. | Good for combos. |
| Galick Gun (Enhanced) | Same. | | |
| Super: Big Bang Attack (Level 1) | Same. | | |
| Super: Final Flash (Level 3) | Same. | | |
| Super: Gamma Burst Flash | (Level 1) | Rush super. | Good for DHC. |
Recommended Build: Mid/Anchor. Assist B for better neutral? Assist A beam.
---
Yamcha
- Playstyle: Full screen slide, command grab, wolf fang fist mix.
- Unique Mechanic: Wolf Fang Fist chainable into multiple hits.
| Move | Input | Description | Properties |
|---|
| Wolf Fang Fist | 236+L/M | Rekka series; L leads to low, M overhead. | Good for mix-ups. |
| Neo Wolf Fang Fist | 214+L/M | Command grab version. | Unblockable. |
| Spirit Ball | QCF+S | Slow projectile; can be controlled. | Good for oki. |
| Super: Neo Wolf Fang Fist (Super) | QCF+L+M (Level 1) | Cinematic combo. | Standard. |
| Super: Spirit Ball Attack | 236+L+M (Level 3) | Large ball. | Finisher. |
Recommended Build: Point or Mid. Assist A (Spirit Ball) for full screen. Synergy with characters that need mix-ups (e.g., Gotenks).
---
Zamasu
- Playstyle: Zoner with flight, orbs, and teleport.
- Unique Mechanic: Flight stance; can call orbs that fire.
| Move | Input | Description | Properties |
|---|
| Blades of Judgement | 236+S | Summon orb that attacks from above. | Good for pressure. |
| Divine Order | 214+S | Teleport attack; can be canceled into. | |
| Flight | 236+L/M | Enters flight; can cancel into specials. | Allows aerial pressure. |
| Super: Holy Light Grenade | QCF+L+M (Level 1) | Beam. | |
| Super: Super Holy Light Grenade | 236+L+M (Level 3) | Massive beam. | |
| Super: Divine Wrath | (install?) Actually Zamasu has a level 1 counter super? He has a counter: 214+L+M (Level 1). | | |
Recommended Build: Mid. Assist A (Blades) for corner pressure. Synergy with setup characters (e.g., Beerus).
---
DLC Characters Summary (Notable Skills)
Due to space, only unique mechanics and key moves are listed for DLC characters. All have standard specials and supers.
Android 17 – Barrier, command grab, self-destruct super.
Android 21 (Lab Coat) – Turn into candy (command grab), enhanced normals.
Broly (Z) – Gigantic Charge, Eraser Cannon, Armored moves.
**Buu