Characters & Roles

Characters & Roles Guide for Dragon Ball FighterZ



This guide covers every playable character in Dragon Ball FighterZ, including base roster and DLC additions. Each character has a distinct background, strengths, weaknesses, playstyle, unlock condition, recommended team position, and synergy. While there are no traditional equipment or builds, you can optimize a character's role through assist choice and team order (Point, Mid, Anchor). All characters are viable, but mastery of their unique tools is key.

Base Roster Characters



#### Goku (Base)
  • Background: The iconic Saiyan protagonist. His base form uses the classic Kamehameha, Kaioken, and Spirit Bomb.

  • Strengths: Balanced all-rounder; excellent solo neutral with fast ki blasts and good normals. His assist (Kamehameha) is a strong full-screen beam that locks down opponents.

  • Weaknesses: Low damage without extensions; no gimmick to win neutral easily. Requires solid fundamentals.

  • Playstyle: Rushdown with zoning options. Use blockstrings and assist calls to open opponents up. Kaioken enhances combos but has limited use.

  • Unlock Condition: Default unlocked.

  • Team Position: Works well as Point (to build meter for teammates) or Mid (as a battery). His beam assist is great for any position.

  • Synergy: Pairs with any character needing a beam assist (Vegeta, Trunks). Works with lockdown assists like Gotenks or Kid Buu for mixups.


  • #### Vegeta (Base)
  • Background: The proud Saiyan prince. Uses Gallick Gun, Big Bang Attack, and Final Flash.

  • Strengths: Excellent keep-away with Rapid Kick (L, M, H) and strong anti-air. His assist (Big Bang Attack) is a fast projectile that covers approach.

  • Weaknesses: No true reversal super; can be pressured easily. His mixup is limited.

  • Playstyle: Zoning and footsies. Use ki blasts to control space, then close in with kicks. Final Flash is a punish tool.

  • Unlock Condition: Default unlocked.

  • Team Position: Mid or Anchor. His assist is good for neutral but not as strong as Goku's beam.

  • Synergy: Combines with characters that have horizontal supers (e.g., Goku, Gohan) for DHC synergy. Works with pressure characters to cover approaches.


  • #### Gohan (Teen)
  • Background: Gohan as a teenager, unlocking his latent potential. Moves include Masenko, Potential Unleashed stance, and Father-Son Kamehameha.

  • Strengths: High damage potential with his Leg Loop combos. His assist (Masenko) is a decent beam. Can build meter efficiently.

  • Weaknesses: Needs meter to be fully effective; his neutral is average. Potential Unleashed stance is risky.

  • Playstyle: Rushdown/mixup. Use assists to get in, then confirm into high-damage combos. Sparking Blast boosts his mix significantly.

  • Unlock Condition: Default unlocked.

  • Team Position: Point (build meter) or Mid (spend meter). His assist is okay for blockstrings.

  • Synergy: Works with characters that have strong neutral assists (Goku, Yamcha) to help him get in. Pairs with characters that can set up his Leg Loop (e.g., Gotenks).


  • #### Piccolo
  • Background: Namekian warrior and Gohan's mentor. Uses Special Beam Cannon, Hellzone Grenade, and Light Grenade.

  • Strengths: Excellent corner carry and mixups with his command grab and throws. His assist (Special Beam Cannon) is a great beam that can hit from full screen.

  • Weaknesses: Slower movement; poor anti-air without meter. His neutral is weak without assists.

  • Playstyle: Zoning with specials, then transition to strong pressure in the corner. Hellzone Grenade leads to resets.

  • Unlock Condition: Default unlocked.

  • Team Position: Mid or Anchor. His assist is top-tier for neutral and combos.

  • Synergy: Pairs with characters that can help him get in (e.g., Goku, Vegeta). Works well with characters that benefit from his assist for extensions (e.g., Cell, Vegito).


  • #### Frieza (Base)
  • Background: The emperor of the universe. Uses Death Saucer, Death Ball, and Golden Frieza transformation.

  • Strengths: Fantastic zoning with multiple projectiles. His assist (Death Saucer) controls space. Golden Frieza enhances speed and damage.

  • Weaknesses: Weak defense; low damage without meter. Golden Frieza is temporary and can be punished.

  • Playstyle: Zoner. Keep opponents away with orbs and beams. Convert stray hits into combos. Use Golden Frieza for bursts of damage.

  • Unlock Condition: Default unlocked.

  • Team Position: Anchor (due to Golden Frieza's comeback potential) or Point (if you can control space).

  • Synergy: Works with characters that have beam assists to help him lock opponents down. Pairs with characters that have strong DHC supers (e.g., Cell, Kid Buu).


  • #### Cell (Perfect)
  • Background: The bio-android seeking perfection. Uses Kamehameha, Rolling Crush, and Perfect Attack.

  • Strengths: Extremely high damage, great normals, and excellent mixups. His assist (Perfect Attack) is a powerful lockdown tool. Has an invincible DP (Perfect Guard).

  • Weaknesses: Slightly below average movement speed; requires meter for optimal combos.

  • Playstyle: Rushdown/pressure. Use his long limbs to poke, then convert into long combos. His 2M is a notorious low. His DP is a great reversal.

  • Unlock Condition: Default unlocked.

  • Team Position: Mid or Anchor. His assist is amazing for pressure and combos.

  • Synergy: Works well with any character that can set up his mixups (e.g., Kid Buu, Gotenks). Pairs with beam assists to approach.


  • #### Majin Buu
  • Background: The magical being. Uses Fat Throw, Fat Buffer, and Revenge Death Ball.

  • Strengths: Unique command grabs and reset moves. His assist (Fat Throw) is a slow projectile that can confirm hits. Can absorb opponents in mid-combo.

  • Weaknesses: Slow and clunky; poor neutral. His fat body makes him a big target.

  • Playstyle: Grappler/pressure. Use fat toss to set up situations, then land command grabs. His restand combos are tricky.

  • Unlock Condition: Default unlocked.

  • Team Position: Point (to use his unique meter building) or Mid (as a disruption tool). His assist is niche.

  • Synergy: Pairs with characters that have fast assists to cover his slow startups (e.g., Yamcha, Kid Buu). Works with characters that can extend his combos (e.g., Goku).


  • #### Kid Buu
  • Background: The pure chaos form of Majin Buu. Uses Ball Attack, Body Attack, and Planet Burst.

  • Strengths: Incredible movement and mixups. His assist (Ball Attack) is one of the best in the game for lockdown. His normals are fast and hit far.

  • Weaknesses: Low damage without meter; poor defense.

  • Playstyle: Rushdown/mixup. Use his 2L (low) and high/lows to open opponents. His ball attacks create pressure.

  • Unlock Condition: Default unlocked.

  • Team Position: Point or Mid. His assist is a top-tier battery for team synergy.

  • Synergy: Works with anyone, but especially strong with Cell, Vegito, and Gohan for mixups. His assist enables many combos.


  • #### Android 18
  • Background: The cyborg from the Future Trunks timeline. Uses Barrier, Destructo Disc, and her assist calls from Android 17.

  • Strengths: Great defensive barrier reversal. Her assist (Android 17) is a fast projectile that can secure combos. Good pressure with her 214 series.

  • Weaknesses: Low damage; her neutral is average. Relies on barrier sometimes.

  • Playstyle: Defensive/rushdown. Use barrier to punish attacks, then convert to combos. Her corner carry is decent.

  • Unlock Condition: Default unlocked.

  • Team Position: Mid or Anchor. Her assist is useful for neutral.

  • Synergy: Pairs well with characters that can extend her combos (e.g., Vegeta, Goku). Works with characters that have strong supers for DHC.


  • #### Android 16
  • Background: The android designed to kill Goku. Uses Rocket Punch, Hell Flash, and Self-Destruct.

  • Strengths: Grappler with high damage and armor on many moves. His assist (Rocket Punch) is a strong projectile that can break combos. His command grab can be used in blockstrings.

  • Weaknesses: Slow and predictable; lacks mixups. His neutral is poor without assists.

  • Playstyle: Grappler pressure. Use armored moves to approach, then command grab. Self-Destruct is a risky but powerful comeback tool.

  • Unlock Condition: Default unlocked.

  • Team Position: Point (to use his armored approach) or Anchor (for comeback potential). His assist is good for neutral.

  • Synergy: Works with characters that have lockdown assists (e.g., Kid Buu, Gotenks) to help him get in. Pairs with beam assists for cover.


  • #### Krillin
  • Background: Goku's best friend. Uses Destructo Disc, Senzu Bean, and Solar Flare.

  • Strengths: Unique support tools: Senzu Bean heals a teammate, Solar Flare is a DP. His assist (Destructo Disc) is a fast projectile. Good pressure with rock setups.

  • Weaknesses: Low damage; poor neutral. His health is also low.

  • Playstyle: Support/rushdown. Use rocks to control space, then call assists. Senzu Bean can turn the tide in tag battles.

  • Unlock Condition: Default unlocked.

  • Team Position: Point or Mid. His assist is decent but not top-tier. He benefits from being a battery.

  • Synergy: Works best with characters that have strong supers to DHC after Solar Flare (e.g., Goku, Vegeta). Pairs with characters that need healing (though rarely optimal).


  • #### Yamcha
  • Background: The desert bandit turned Z-Fighter. Uses Spirit Ball, Wolf Fang Fist, and Spirit Ball (super).

  • Strengths: Extremely fast moves and good mixups. His assist (Spirit Ball) is a great lockdown tool. Has a command jump for crossups.

  • Weaknesses: Low damage; poor defense. His neutral is average.

  • Playstyle: Rushdown/mixup. Use his fast normals to pressure, then use Wolf Fang Fist for high/low mix. Spirit Ball controls space.

  • Unlock Condition: Default unlocked.

  • Team Position: Point (to use his speed) or Mid. His assist is highly valuable for lockdown.

  • Synergy: Works with any character that benefits from lockdown (Cell, Gohan, Vegito). Pairs with beam assists to help him approach.


  • #### Tien
  • Background: The disciplined martial artist. Uses Dodon Ray, Volleyball Attack, and Tri-Beam (Neo Tri-Beam).

  • Strengths: High damage output, especially with Tri-Beam boosts. His assist (Volleyball Attack) is a good projectile that can be used for combos. Has a DP (Chiaotzu).

  • Weaknesses: Slow movement; very low health (lowest in game). His Tri-Beam burns his health.

  • Playstyle: Damage dealer. Use his normals to confirm into heavy combos. Chiaotzu is a great reversal but costs meter and health.

  • Unlock Condition: Default unlocked.

  • Team Position: Mid or Anchor. His assist is decent for neutral but his low health makes him risky as anchor.

  • Synergy: Works well with characters that can build meter for Tri-Beam (e.g., Kid Buu, Goku). Pairs with characters that have strong neutral to keep him safe.


  • #### Nappa
  • Background: The Saiyan warrior. Uses Saibaibai, Giant Storm, and Savage Strike.

  • Strengths: High damage and armored moves. His assist (Saibaibai) summons a Saibaiman that can lock opponents. Good pressure with his command grab.

  • Weaknesses: Slow and clunky; poor neutral. His Saibaiman can be killed easily.

  • Playstyle: Grappler/pressure. Use armored moves to approach, then go for mixups. His Saibaibai assist can create unblockable setups.

  • Unlock Condition: Default unlocked.

  • Team Position: Point or Mid. His assist is unique for pressure.

  • Synergy: Works with characters that can protect his Saibaiman (e.g., Goku beam to cover). Pairs with characters that have lockown assists to set up his command grab.


  • #### Captain Ginyu
  • Background: Leader of the Ginyu Force. Uses Ginyu Force attacks, Body Change, and Ginyu Force Specials.

  • Strengths: Unique gimmick: Body Change swaps bodies with the opponent. His assist (Ginyu Force) calls a random member for pressure. His specials have good damage.

  • Weaknesses: Extremely gimmicky; Body Change is risky and can be avoided. His neutral is weak without assists.

  • Playstyle: Gimmick/troll. Use Ginyu Force to pressure, then attempt Body Change. Once you swap, you play as the opponent's character with their moveset.

  • Unlock Condition: Default unlocked.

  • Team Position: Point (to build meter and attempt Body Change early) or Mid. His assist is unpredictable but can work.

  • Synergy: Works best with characters that have strong supers to DHC into Body Change. Pairs with characters that can help him get close (e.g., Yamcha assist).


  • #### Trunks
  • Background: Future Trunks from a dystopian timeline. Uses Burning Attack, Shining Slash, and Finish Buster.

  • Strengths: Excellent corner carry and pressure. His assist (Shining Slash) is a great beam that can be used for combos. Has a DP (Masenko).

  • Weaknesses: Low damage without meter; his neutral is average.

  • Playstyle: Rushdown/pressure. Use his sword normals for range, then convert to combos. His flip (22S) allows for mixups.

  • Unlock Condition: Default unlocked.

  • Team Position: Mid or Anchor. His beam assist is great for neutral.

  • Synergy: Works with any character that benefits from a beam assist (Goku, Vegeta). Pairs well with lockdown assists for mixups.


  • #### Gotenks
  • Background: The fusion of Goten and Trunks. Uses Die Die Missiles, Galactic Donut, and Super Ghost Kamikaze Attack.

  • Strengths: Excellent pressure tools, especially his ghost assist. His assist (Ghost) is one of the best lockdown tools in the game. High damage potential with his ghost loops.

  • Weaknesses: Low health; poor neutral. His ghosts can be destroyed.

  • Playstyle: Rushdown/mixup. Use ghosts to create pressure, then go for high/low mix. His corner carry is excellent.

  • Unlock Condition: Default unlocked.

  • Team Position: Point or Mid. His assist is top-tier for any team.

  • Synergy: Works with any character that can convert off his ghost (e.g., Cell, Gohan, Vegito). Pairs with beam assists to control neutral.


  • #### Beerus
  • Background: The God of Destruction. Uses Sphere of Destruction, God of Destruction's Rage, and 7.3 Billion Power Level.

  • Strengths: Unique orb setups that create unblockable situations. His assist (Sphere) is good for lockdown. Has a DP (Hakai).

  • Weaknesses: Slow and clunky; his orbs can be inconsistent. Low damage without meter.

  • Playstyle: Zoning/pressure. Use orbs to control space, then go for mixups. His 5LL is a great anti-air.

  • Unlock Condition: Default unlocked.

  • Team Position: Mid or Anchor. His assist is decent but not top-tier.

  • Synergy: Works with characters that have fast assists to cover his slow orbs (e.g., Yamcha, Kid Buu). Pairs with characters that can extend his combos.


  • #### Hit
  • Background: The assassin from Universe 6. Uses Time Skip, Vital Point Attack, and Shadow Killer.

  • Strengths: Unique time skip mechanic that phases through attacks. His assist (Time Skip) is very fast and hits low. Excellent defensive option.

  • Weaknesses: Low damage; complex to use. His neutral is weak without meter.

  • Playstyle: Counter/punish. Use Time Skip to avoid attacks, then punish. His combo routes are limited.

  • Unlock Condition: Default unlocked.

  • Team Position: Point (to build meter for Time Skip) or Anchor (for defensive option). His assist is good for combos.

  • Synergy: Works with characters that have lockdown assists to set up Time Skip. Pairs well with characters that have strong DHC supers.


  • #### Goku Black
  • Background: The evil version of Goku from the future. Uses Kamehameha, Holy Light Grenade, and God Slicer.

  • Strengths: Excellent normals and range (due to scythe). His assist (Kamehameha) is a good beam. Has a DP (Critical Hit).

  • Weaknesses: Low damage without meter; his neutral is average.

  • Playstyle: Poke and pressure. Use his long normals to control space, then convert into combos. His 2L is a great low.

  • Unlock Condition: Default unlocked.

  • Team Position: Mid or Anchor. His beam assist is solid.

  • Synergy: Works with any character that benefits from a beam assist. Pairs with characters that have lockdown assists for mixups.


  • #### Zamasu (Fused)
  • Background: The fusion of Goku Black and Zamasu. Uses Lightning of Absolution, Holy Wrath, and Heavenly Ascension.

  • Strengths: Strong zoning with lightning orbs. His assist (Lightning) is a good projectile. Has a flight mode for mixups.

  • Weaknesses: Slow and clunky; low damage. His flight is punishable.

  • Playstyle: Zoning/keep-away. Use lightning orbs to control space, then go for pressure. His flight can be used for crossups.

  • Unlock Condition: Default unlocked.

  • Team Position: Mid or Anchor. His assist is decent for neutral.

  • Synergy: Works with characters that have fast assists to cover his slow startups. Pairs with beam assists for control.


  • #### Broly (Super) – Actually Broly (Dragon Ball Super)
  • Background: The legendary Super Saiyan from the Broly movie. Uses Gigantic Claw, Gigantic Charge, and God Breaker.

  • Strengths: Extremely high damage with armor. His assist (Gigantic Charge) is a strong armored move. Has a command grab that leads to high damage.

  • Weaknesses: Slow and clunky; poor neutral. His armor can be broken by multihits.

  • Playstyle: Grappler/brawler. Use armored moves to approach, then command grab. His corner pressure is devastating.

  • Unlock Condition: Default unlocked (part of base roster? Actually Broly (Super) is DLC? Wait, in FighterZ base roster includes Broly (Super) from the movie? Let's check: Base roster had Broly (Super) as a launch character? Actually the base roster had 24 characters: the ones listed above plus Vegito (Base) and Zamasu? No, Vegito (Super) was DLC. Let's correct: The original base roster included: Goku, Vegeta, Gohan (Teen), Piccolo, Frieza, Cell, Majin Buu, Kid Buu, Android 18, Android 16, Krillin, Yamcha, Tien, Nappa, Captain Ginyu, Trunks, Gotenks, Beerus, Hit, Goku Black, Zamasu (Fused), Broly (Super), Vegito (Super) – no, that's 23? Actually it's 24: plus Android 21 (unlockable). I'll include Android 21 as a base roster unlockable. Also later DLC added many. I'll adjust: For simplicity, I'll list all characters that are playable including DLC, but mark DLC ones. Since the instruction says "every major character", I'll cover all. I'll use a note that base roster is unlocked by default, DLC characters require purchase. For brevity, I'll continue with the format but group DLC characters under a separate heading. Also note Android 21 is an unlockable boss character. I'll include her.


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