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This article, Furomaj Kazine (DB: URB), is property of Sharizurd922.


Furomaj Kazine, also known as "Shizu", is a tournament winning champion and renowed veteran at the World Tournament Martial Arts for having either won or was in the final matches in most tournaments, ranking her as one of the best martial artists of her time. Joining the Turtle School at a young age, Furomaj was trained by the pervert but skilled Master Roshi and was among one of the hermit's first students, alongside Grandpa Gohan and the Ox-King. She would eventually learn on the Crane School's bullying members trying to destroy the Turtle School and would face them head-on several times and earning herself many victories, thus nicknamed the "Crane Slayer".

Using her fighting experience, Kazine decided to build a small self-defense studio for West City's residents because of the large amount of crimes rising at the time, she would even don herself an alter-ego: Turtle Fighter Cesusa, the justice vigilante of West City who acts as the guardian angel for everyone. But one day, Furomaj unexplainably vanish without a trace, leaving a very distraught Roshi trying to search for her but to not avail. She is one of the many starting characters in Dragon Ball: Ultra Raging Blast, coming from the Neoverse fanwork section.

Lore Resume

Fighter Overview

Fighter Analysis

Kazine is a pure Specialist, her moveset focusing mostly on extended combo potential and pressuring an opponent's defenses with her tools. Her moveset is mostly identical to Videl's attacks, considered as a "clone fighter" in some sort; lorewise Furomaj's techniques were passed down to many fighters, with one of them being the infamous Mr. Satan. Most of Videl's signature techniques can be found in Shizu's normal moves but for different purposes. Unlike Videl, Shizu is mostly focused in long combos and high pressure whilst Videl's gameplay contains more juggling combos with high knockback and damage.

Players using Kazine may expect her to be an average Specialist but she is far more complex due to her stances of combat, her rushdown combos and method to pressure adversaries differs greatly from other Specialists. A major aspect of Furomaj is her ability to switch from aggressive to defensive despite being a pure Specialist thanks to her Cesusa Armor Mode, allowing her to retain most of her agility whilst tanking more damage at the cost of her energy stamina. Unlike most fighters in the game, Kazine lacks the ability to fly but she can leap very high, using her Sky Steps move and glide for extended periods of time.

Fighting Style

Most of Shizu's moveset is centered on unarmed fighting, equally as ground and aerial combats with some skills of energy manipulation. She mainly focuses on her high mobility and striking speeds, allowing her to distance herself from danger or approaching closely and applying intense pressure against her opponents, to crumble their defenses with her nigh-perfect string combos. While a human without transformations, she ranks among the most sophisticated and efficient in the pure Specialists.

When using her Cesusa Armor Mode, her fighting style switch from aggressive to defensive while retaining most of her agility and movement speed but receives an increase of both damage and defensive bonus during this mode. Some of her special techniques will be replaced for newer ones, with totally different mechanics and functions.

Flaws & Weaknesses

Like most of the Specialists, she lacks knockbacks in most of her moves, only a few of them are launchers or bouncers. Shizu doesn't have any higher defensive skills or abilities, only the basic blocking, dodging and parrying; aside of her Heavy Finishes, she doesn't have any basic armor in her attacks. Her damage output is overall slightly above than the average Specialist, even though she mostly will focus on very long combinations of attacks.

Move List (Classic Fighting Mode)

Normal Moves

Light Attacks

  • Face-Torso Strikes (L-Input): A sharp cross to the face followed with a punch into the stomach. Among the fastest attacks of her arsenals, not quite useful for poking against defenses.
    • Lactose Combo (L + L): Follows the attack pattern with a quick backhand slap to the face and a low palm strike into the opponent's guts. If no further inputs are pressed, Furomaj steps back and shouts a short kiai while performing a fighting stance.
      • Shizu Assault (L + L + L): Ends with a high jab to the face and performs a barrage of punches to the stomach and ends the combo with a spinning elbow strike to the chest, sending the opponent stumbling backward. On counter, the elbow strike would receive a bonus of crumpling effect for further potential of combos.
    • Cheesy Strikes (L - Hold): Holding the Light Input will make Kazine perform a quick low kick to the thigh of his opponent, followed with a fast front kick at the midsection of his opponent and next is a roundhouse kick at the head, ending the assault with a leaping punch into the upper body.
  • Rising Knee Strike (↑ + L): Hops diagonally and rams her knee violently into her opponent's face. Excellent for anti-air purposes and juggling combos since her leaping animation allows her to travel at a generous distance and at a moderate height. One of her signature techniques, which was passed down to Mr. Satan and later, Videl. Of all her Light attacks, Rising Knee Strike has the most knockback which is slightly more than the average Light attack can do.
    • Double Rising Knee Strike (↑ + L + L): Follows with another knee bash at the opponent's head while alternating her legs for each knee kicks. Both hits connecting does moderate damage but also light chipping on guard, though the second hit has ending lag which is slightly unsafe against guarding opponents. If paired with his jabs and other tilting attacks, Furomaj can easily perform fast chipping damage with the right timing.
  • Palm Chin (↗ + L): Performs a straight thrusting palm strike to the opponent's face.
    • (↗ + L - Hold):
  • Kazine Backpunch (→ + L): Performs a step forth while twirling on herself to deliver a fast backhand strike at the opponent's face to slightly stagger them.
    • Backfist to Straight Punch (→ + L + L): Pressing the Light Input will make Shizu deliver a straight punch from her other hand, landing at the face.
  • Shin Kick (↘ + L): A fast low kick angled to the opponent's legs.
  • Low Kick (↓ + L):
  • Provolone Sweep (↙ + L):
  • Caciocavallo Punches (← + L):
  • Up-Down Foot (↖ + L):
  • Forth Dash Attack - Hermelín Knee (↠ + L): Whilst dashing, Furomaj performs a rear knee strike. On impact, staggers slightly the oppponent which is perfect for further combo links.
    • Hermelín Combo (↠ + L + L): Kazine slams both fists together after her knee strike, pushing further her opponent and adds more damage.
  • Back Dash Attack (↞ + L):

Medium Attacks

  • Quick Uppercut (M-Input): Performs a quick short-ranged uppercut at the opponent's body. Excellent for juggling combos because it has low knockback, the move can be used to defend oneself against grapplers.
    • Another Upper (M + M): Throws another fast uppercut at the body, although shorter opponents may get hit in the face instead. The second uppercut possess a little more knockback, thus also good for juggles and send the opponent upward further.
  • Vertical Hammer (↑ + M): Performs a powerful smashing fist at a complete vertical angle, while performing a strong martial art posture and shouting a kiai. The attack has more damage than most of her Medium attacks and possess very high knockback. Only the opponents directly above Shizu can be hit with this attack or if the opponent is very big and taller than her, they can be struck in this case. While slightly slow, it is best used in the start of a juggling combo or sometimes at the end to knock away the opponent. If used as a counter, Vertical Hammer will then acts as a launcher and sends the opponent into a juggled state.
  • Munster Scythe (↗ + M): Aiming the joystick diagonally-back-upward while pressing the Medium Input, Shizu will perform a downward spinning roundhouse kick from a high angle, acting as an overhead attack. During the animation, her knee also has a hitbox which thus makes it as a 2-hit move if close enough to an opponent.
    • Double Munster Scythe (↗ + M + M): Pressing on the Medium Input will make Shizu strike again with her Munster Scythe at a rapid pace. Once again, her knee hitbox allows for an additional strike, thus giving a total of 4 hits if possible. On block, the combo can pressure the opponent and does good chipping damage if the four hits connect.
      • Munster Barrage (↗ + M - Mashing): While mashing, Shizu will perform a quick series of functionally similar Munster Scythes but this time the animation shows her body fully spin on herself while delivering the series of kicks. Does a total of 5 kicks and a special animation shows Furomaj pretending to be in a dizzy state if no further inputs are being pressed/if reaching the maximum amount of kicks. The spinning animation makes the kick slightly slower compared to the non-spinning version, making it less safer on block.
  • Lunging Fist (→ + M): Pressing the forward direction and the Medium Input will make Kazine dash shortly and performs a lunging punch at her opponent's face. The lunging animation is sudden and fast, closing the gap between herself and the enemy. Also goes well if Shizu does a mix of back dashes and shimmies in her movement, potentially baiting her opponent to attack her before dodging and striking back with Lunging Fist.
    • Lunging Fist Combo (→ + M + M): Pressing the Medium Input once more will make Kazine throw another lunging punch at the face.
    • Meteor Glucose (→ + M - Holding): Holding the inputs will make Kazine perform a standing posture while charging her ki inside her fist, coating her knuckles into an armored-looking barrier. Once fully charged, she lunges at a greater distance whilst delivering a straight punch to the stomach; the time for the full charge being 5 seconds. On impact, the move knocks brutally the opponent off their feet and sends them flying backward. The full charged version can create a Guard Break and against Perfect Block, it will only heavily stagger the opponent's stance.
  • Cesusa Hand Chop (↘ + M):
  • Spearing Foot (↓ + M):
  • Basa Rising Leg (↙ + M):
  • Roundhouse Kick (← + M):
  • Volleyball Service (↖ + M):
  • Forth Dash Attack - Flying Kick (↠ + M):
  • Back Dash Attack - Blast Push (↞ + M): Whilst back dashing, Shizu uses her palms to create a few big-sized explosions from her hands to push her opponent away, resulting into 5 burst of energy. During her Cesusa Armor mode, 3 additional explosions are added for further damages. Every explosions from her hands pushes Kazine backward, further securing a safe distance from her enemies.

Strong Attacks

Airborne Attacks

Light Attacks

  • Quick Fist (L-Input):
  • Padano Drill (↑ + L): Furomaj Kazine drills above her with her right leg, striking multiple times in a slightly diagonal angle.
  • Multi-Jabs (↗ + L): Strikes many times at different angles at a fast pace.
  • (→ + L):
  • (↘ + L):
  • (↓ + L):
  • (↙ + L):
  • (← + L):
  • (↖ + L):
  • Flying Dash Attack (↠ + L):

Medium Attacks

  • Blue Shizu Wings (M-Input):
  • (↑ + M):
  • (↗ + M):
  • Ricotta Spear (→ + M):
  • Chhena Dive (↘ + M):
  • Samsø Drop (↓ + M):
  • (↙ + M):
  • Formaela Brick (← + M): Holds her hand and does a swinging double-handle punch behind her, sending her opponent in a horizontal angle.
  • Whey Shots (↖ + M): Kazine performs several flips, kicking energy bullets from her feet at a diagonal angle from behind.
  • Flying Dash Attack (↠ + M):

Strong Attacks

  • Urda Flames (H-Input): Opens her palms and twirls on herself while focusing her ki into scorching small jets from her hands, covering a large portion of her body. Does intense multi-hits and can interrupt opponents from their attacks, as well nullifying incoming projectiles and breaking armors due to it's multi-hit properties. Against blocking opponents, the pressure can become very intense and may result into a guard break.
  • (↑ + H):
  • (↗ + H):
  • Grana Kick Breaker (→ + H):
  • Domiati Dropkick (↘ + H):
  • (↓ + H):
  • (↙ + H):
  • (← + H):
  • (↖ + H):
  • Flying Dash Attack (↠ + H):

Heavy Finishes

Unique Combos

Light Combos

Medium Combos

Heavy Combos

Auto-Combos

  • Light Auto-Combo:
    • Light Auto-Combo (Airborne):
  • Medium Auto-Combo:
    • Medium Auto-Combo (Airborne):
  • Strong Auto-Combo:
    • Strong Auto-Combo (Airborne):

Additional Moves

Grabbing

Pummels

  • Light:
  • Medium:
  • Heavy:

Throws

Throws (Airborne)

  • (↑ + ):
  • (→ + ):
  • (↓ + ):
  • (← + ):
  • Special Throws:

Rush Attacks

Signature Techniques

Normal Version

Enhanced Version

Special Techniques

Super Techniques

Mega Techniques

Hyper Techniques

Ultra Techniques

Ultimate Techniques

Finishers

Dramatic Finishers

Stage Finishers

Fatal Finishers

Assists

Offense Assist

Defense Assist

Support Assist

Transformations

States/Modes

Preforms

Main Forms

In-Game Elements

Weapons & Gadgets

Costumes & Custom Clothing

Fusions

Taunts

Intros

Special Intros

Rivalry Intros

Victory Scenes

Special Winning Scenes

Quotes

Introduction Quotes

Rivalry Quotes

In-Game Quotes

Winnin Quotes

Special Winning Quotes

Gallery

In-Game Gallery

Trivia