An energy blade-infused stab with the leading hand.
700
All
—
—
A downward energy blade-infused swipe with the non-leading hand.
1000
All
—
—
Lifts the opponent via telekinesis followed by an explosion.
Input
Damage
Guard
Start-Up
Advantage
700
All
—
—
A charging energy blade stab.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
A reverse flying roundhouse kick.
Input
Damage
Guard
Start-Up
Advantage
500
All
—
—
Fires a black ki blast forward.
Input
Damage
Guard
Start-Up
Advantage
400
Crouch
—
—
A low shin kick.
Input
Damage
Guard
Start-Up
Advantage
700
Crouch
—
—
An angled energy blade slash.
Input
Damage
Guard
Start-Up
Advantage
850
All
—
—
Shoots a purple flash of light that launches the opponent. Invulnerable to air-attacks.
Input
Damage
Guard
Start-Up
Advantage
850
Stand
—
—
A jumping axe kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400
Stand
—
—
A downward energy blade stab.
Input
Damage
Guard
Start-Up
Advantage
(in air)
700
Stand
—
—
A side kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
An axe kick.
Input
Damage
Guard
Start-Up
Advantage
(in air)
400 [1000]
All
—
—
Fires a ki blast downward. Up to three ki blasts can be fired.
Input
Damage
Guard
Start-Up
Advantage
(in air)
850
Stand
—
—
An advancing axe kick. Spikes the opponent at a less horizontal angle.
Special Moves[]
Eternal Justice (永遠の正義)
Performs a lunging outward slice with an energy blade.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
900
All
—
—
The aerial variant has 1 less frame of startup. The opponent will fall slowly towards the ground when struck high in the air. Inputting after a hit or block will trigger Heaven's Flash.
(air OK)
1000
All
—
—
The attack moves Zamasu slightly more forward and deals more damage along with causing a sliding knockdown on hit. There is more startup before the attack comes out. Additionally the move is 1 frame slower when performed in the air. Inputting after a hit or block will trigger Heaven's Flash.
(air OK)
1200
All
—
—
The slice deals more damage and Zamasu moves slightly more forward before attacking along with having less startup before Zamasu attacks. Much like the variant, there's 1 more frame of startup when this move is initiated in the air. Inputting after a hit or block will trigger Heaven's Flash. Consumes half a Ki gauge.
Wall of Light (光の壁)
Summons two lightning orbs from above his head that shoots down two purple lightning bolts. If Zamasu gets hit, blocks, performs a combo, or uses a Super/Meteor Attack, the orbs will disappear.
Input
Damage
Guard
Start-Up
Advantage
(air OK)
700 [1260]
All
—
—
The lightning bolts will fire 126 frames after they appear.
(air OK)
700 [1260]
All
—
—
There's a slight delay before Zamasu summons the two lightning orbs. The two orbs will fire the lightning bolts 219 frames after they appear.
(air OK)
700 [1260]
All
—
—
The orbs fire two waves of double lightning bolts, with the first wave coming out on frame 126, the second wave on frame 216. Consumes half a Ki gauge.
Divine Order (神の秩序)
Input
Damage
Guard
Start-Up
Advantage
900 [1620]
All
—
—
An upward swipe with an energy blade. Holding down will make Zamasu fire a crescent-shaped ki wave forward along with the slice. Both the slice and the wave can hit the opponent at close range.
Heaven's Flash (天上の輝き)
Input
Damage
Guard
Start-Up
Advantage
—
—
—
—
Emits his halo and takes to the skies. The airborne variant has less startup frames due to Zamasu not performing an initial jump. Once flying, Zamasu can move around in eight possible directions (for a maximum of 204 frames) and inputting any attack button will use one of Zamasu's special moves or attacks listed below:
// triggers Eternal Justice (the variant consumes half a Ki gauge).
// triggers Wall of Light (with the variant consuming half a Ki gauge) and will reset the flight duration.
// cancel the flight into an advancing downward axe kick.
fires a downward ki blast but with aerial movement.
gives Divine Order, which can also be charged.
cancels the flight without attacking.
Z-Assist[]
Divine Order (神の秩序)
Input
Damage
Guard
Start-Up
Advantage
/
800
All
—
—
Swings an energy blade upward and fires a crescent-shaped wave of Ki forward.
Super Attacks[]
Divine Wrath (聖なる逆鱗)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
2300
All
—
—
Fires an orange energy sphere down to the ground that explodes on contact. The energy sphere will carry the opponent to the ground to the explosion on hit. Consumes one Ki gauge.
Blades of Judgement (裁きの刃)
Input
Damage
Guard
Start-Up
Advantage
(air OK)
100 [2560]
All
—
—
Summons ten red spheres in the air that fires a barrage of red needle-sharp energy blades after a few seconds. The spheres will stay in the area Zamasu summons them. Can combo out of this move. Consumes one Ki gauge.
Meteor Attack[]
Lightning of Absolution (絶対の雷)
Input
Damage
Guard
Start-Up
Advantage
or (air OK)
3900
All
—
—
An image of a large purple monstrous bird appears from above and a purple beam of light erupts from the ground at the opponent's position. On hit, multiple purple lightning bolts erupts from the heavens that rain down on the opponent. Consumes three Ki gauges.