DBFZ/SS4 Gogeta

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Overview

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Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L
5LL
5LLL

5L
  • Great range.
  • Hits high enough to check opponents after a blocked superdash.

Standard speed 5L. Very nice for stagger pressure.


5LL
  • Catches buttons after reflected 5L.

Insane button. Catches opponents basically anywhere and serves to nuke reflect, just like his blue counterpart. Catches opponents behind Gogeta too, which can then lead straight into his 5LLL. Did we mention it's unscaled too? That's right, a huge hitbox paired with nightmare damage straight after. Do not get hit. You will pay dearly for it.

This move defines SS4 Gogeta's buttons, and the versatility they grant.


5LLL
  • Always triggers cinematic.
  • Switches sides on hit, not on block.
  • Has head invul.

5M

5H

5S

2L

2M

2H

6M

6H

Saiyan Kick

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Saiyan Kick
6H
Head Crusher
6H6H
Leg Breaker
6H3H

6H
  • Jump cancelable on hit.
  • Chains into follow-ups for conditioning the opponent.
  • 6H and it's derivative follow-ups all cancel into special moves.

Very high hitting normal. Although unsafe on block, the threat of the followups will make opponents respect it.

The followup chain is a big part of Gogeta's pressure, as he can do a lot here to either reset pressure or go for a mixup. Followups can be backdashed midscreen, so it's wise to use 5H to catch people attempting to do that.


6H~6H
  • Overhead.
  • Frame trap from 6H.
  • Ground bounces on hit, can be converted with H/S normals or specials.

Fast overhead, will automatically catch people attempting to mash out of the chain. Delaying the button can make it harder to react to this and 3H, but doing so leaves Gogeta wide open.


6H~3H
  • Low.
  • Launches on hit just like a 2M, but has very high hitstun. You can either convert just like how you would with 6H, or link into other normals like 2M.

Considerably slower than the overhead and leaves a large gap. Fortunately, it's very safe on block and has high hitstun.

6S

Finish Sign

j.L

j.M

j.H

j.S

j.2H

Special Moves

Lightning Hammer

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
L
M
H

All

Gogeta's lariat-style move. All versions have Ki Blast invulnerability during their startup.


236L
  • Projectile invul from frame 5.

236M
  • Projectile invul from frame 6.
  • Wallbounces with Smash, giving a combo in the corner.
  • Can also extend combos midscreen with an airdash.

236H
  • Projectile invul from frame 4.
  • Ground bounces with Smash, giving a combo anywhere.

6H-6H is a good way to follow this up (after a delay) is with 6H-6H. If your back is to the corner, you can instantly pin the opponent, 6H-6H 5H to 5S then superdash/assist. Midscreen, 6H-6H then 5S and SD/assist. Good get out of jail free card against projectile heavy characters with fantastic follow up potential, key of Gogeta's whole design.

Meteor Strike

214L/M/H (Air OK)

Bluff Kamehameha

236S

Punisher Guard

214S (Air OK)

Plus Energy of Justice

22S

Z Assists

Assist A

Finish Sign

Assist B

Lightning Hammer

Assist C

Plus Energy of Justice

Super Moves

Ultimate Impact

236L+M (Air OK)

Ultra Big Bang Kamehameha

214L+M (Air OK)

x100 Big Bang Kamehameha

214H+S while Level 7 (Air OK)

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • Instant Kill.
  • Takes forever to start
  • If you can read an assist, it will be even more devastating and will kill both characters
  • Tends to deal to 19980 damage regardless of scaling, but can deal "more" if an assist is on-screen.
  • Appears to deal 29160 damage raw based on what was calculated from this video https://youtu.be/XbV3YBRsAYk
  • Extremely high startup, will not combo after a regular slide knockdown and not good for reversals.

This move is an instant kill that can only be used once Gogeta reaches Level 7. It doesn't matter how you combo into it, how scaled the combo is, or if you even only hit with the final hit of the beam. It will always kill.

Only Teen Gohan's Level 5 can evenly match this super move and evade being Instant Killed.

External References

Navigation

To edit frame data, edit values in DBFZ/SS4 Gogeta/Data.

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