Dragon Ball FighterZ Wiki
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Move List
Frame Data
Combo List


Power
 
B
Speed
 
A
Reach
 
A
Technique
 
S
Energy
 
A
Ease of Use
 
B
Master Roshi's stats from Dragon Ball FighterZ's official website.


Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
Does one quick jab while stepping forward.
378 All
Does a mid-level gut punch barrage.
630 All
Grabs the opponent and creates clones that rush them down, ending with a kick that knocks the opponent away.
Input Damage Guard Start-Up Advantage
700 All
Does an upward kick.
Input Damage Guard Start-Up Advantage
1000 All
Bats the opponent away with his cane.
Input Damage Guard Start-Up Advantage
700 All
Steps forward and thrusts his forearm, akin to Gohan (Adult)'s 5S.
Input Damage Guard Start-Up Advantage
400 Crouch
Rapidly jabs the opponent's leg.
Input Damage Guard Start-Up Advantage
700 Crouch
A slide kick.
Input Damage Guard Start-Up Advantage
850 All
Does an uppercut with his cane that launches the opponent. Invulnerable to air-attacks.
Input Damage Guard Start-Up Advantage
0 None
Jumps backwards.
Input Damage Guard Start-Up Advantage
850 Stand
Jumps and jabs his opponent with his cane diagonally downwards.
Input Damage Guard Start-Up Advantage
(in air) 400 Stand
Thrusts his palm forwards.
Input Damage Guard Start-Up Advantage
(in air) 700 Stand
Swings his leg up for a high kick.
Input Damage Guard Start-Up Advantage
(in air) 850 All
Jabs his opponent with his cane diagonally-downwards.
Input Damage Guard Start-Up Advantage
(in air) 500 All
Throws a Ki Blast diagonally downward.
Input Damage Guard Start-Up Advantage
(in air) 850 Stand
Does a diagonal kick upwards. Launches the opponent.
Input Damage Guard Start-Up Advantage
(in air) 0 All
Jumps backward. Functions similarly to the grounded version.


Special Moves[]

Afterimage (残像拳)
Takes a stance for a second, teleports behind the opponent and chops their back.
Input Damage Guard Start-Up Advantage
765 All
Leaves the opponent off the floor upon impact, allowing for follow-ups.


Rising Phoenix (上昇するフェニックス)
Jabs the opponent upward.
Input Damage Guard Start-Up Advantage
700 All
Launches the opponent. Jump-Cancellable.


Turtle Orb (カメのオーブ)
Throws a blue ball that can hit twice.
Input Damage Guard Start-Up Advantage
500 All
Fires a blue ball diagonally upward.
Input Damage Guard Start-Up Advantage
560 All
Brings the same ball back around to the opponent's feet. Can be cancelled out of.


Back Kick (バックキック)
Does a kick in the opposite direction to the opponent.
Input Damage Guard Start-Up Advantage
while in the air 850 All
Cross-up.


Masterful Leap (見事な飛躍)
Jumps forward.
Input Damage Guard Start-Up Advantage
0 All
Replaces grounded Super Dash. Use of , , or will change the angle of jump.


Reverse Kamehameha (逆かめはめ波)
Uses a Kamehameha to boost himself forward.
Input Damage Guard Start-Up Advantage
while in the air 300 All
Replaces aerial Super Dash. Can be used in any direction.


Wise Warrior (賢い戦士)
Rushes forward to strike the opponent, and hit them with a Ki Wave.
Input Damage Guard Start-Up Advantage
(air OK) 630 All
Travels 1/2 of the screen.
(air OK) 675 All
Travels 3/4 of the screen and blasts the opponent to the wall. It does have more startup lag.
(air ok) 1350 All
Travels full-screen. Makes the opponent bounce off the wall. Consumes half a Ki gauge per use.


Martial Spirit (武道)
Buffs up, then punches the opponent. Holding the button delays the move and increases the damage.
Input Damage Guard Start-Up Advantage
930 base, 1200 max All
Deals least amount of damage.
965 base, 1250 max All
Deals middle amount of damage.
1290 base, 1850 max All
Deals most amount of damage and does a second strike that knocks the opponent to the wall. Consumes half a Ki gauge per use.


Kamehameha (かめはめ波)
Fires a thin Kamehameha.
Input Damage Guard Start-Up Advantage
1000 All
Knocks the opponent to the back wall.


Thunder Shock Surprise (萬國驚天掌)
Fires a thin beam diagonally upwards. Knocks the opponent to the ground.
Input Damage Guard Start-Up Advantage
1476 All
Pressing / while inputting the move fires the beam directly upwards.
Jumping Splits (ジャンプ分割)
Jumps up and does a full split to kick the opponent.
Input Damage Guard Start-Up Advantage
900 All
Jumps backwards for the kick.
1000 All
Jumps forward for the kick. Makes the opponent slide.
1000 All
Jumps straight up for the kick. Makes the opponent bounce off the wall. Consumes half a Ki gauge per use.
Lullaby Fist (よいこ眠眠拳)
Paralyzes the opponent and causes a hard knockdown.
Input Damage Guard Start-Up Advantage
0 All


Turtle Drop
A diagonal elbow drop.
Input Damage Guard Start-Up Advantage
while in the air 900 Stand
Causes the opponent to slide if used in the air.


Z-Assist[]

Input Damage Guard Start-Up Advantage
/ 800 All
Fires a Kamehameha.


Super Attacks[]

Evil Containment Wave (魔封波)
Input Damage Guard Start-Up Advantage
2200 All
Fires a green beam and seals the opponent in a jar. If the opponent is caught in it, they will be switched out with the following partner. Pressing switches the opponent out to the last partner.
Turtle Hermit Extraodinaire (カメ仙人臨時)
Input Damage Guard Start-Up Advantage
2364 All
Buffs up and smacks the opponent around with the cane. Ends with a slide.
Full-Power Kamehameha
Input Damage Guard Start-Up Advantage
Hold 3064
Stabs the opponent with his cane, jumps atop it and fires a Kamehameha.


Meteor Attack[]

The Greatest Kamehameha (元祖かめはめ波)
Input Damage Guard Start-Up Advantage
or 4108 All
Buffs up, charges up his aura and fires a Kamehameha. Consumes three Ki gauges per use.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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