Difference between revisions of "DBFZ/SSB Gogeta"

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Revision as of 09:20, 8 October 2019

Gogeta (SSGSS)
DBFZ SSB Gogeta Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:


Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style

Overview

The product of the Metamoran fusion technique from Goku and Vegeta, Gogeta ("Go" from Goku, and "geta" from Vegeta) is a powerful warrior and was seen as a necessity to deal with Broly. Showing incredible power, he was able to weaken Broly before he was teleported away back to Vampa, almost destroying him in the process. In this game, he is depicted in the Super Saiyan God Super Saiyan form, however likewise takes aspects from his appearances in **Dragon Ball Z: Fusion Reborn** (such as transforming into a Super Saiyan during his Dramatic Finish) and **Dragon Ball GT**.

In Dragon Ball FighterZ, Gogeta is a character who can play almost any range he wants due to his diverse toolkit, that gives him many options against almost anything. He also has many tools that can mix up the opponent if used right, and can totally throw off the opponent and let Gogeta play at his own pace. Combined with 2 meterburn options on his supers, and Gogeta will make sure that no matter where he hits you, it's going to do some significant damage.

Strengths/Weaknesses

Strengths Weaknesses
  • Insanely massive toolkit giving him something for almost any situation, including a level 2 and a level 5 super, a meterless reversal, a full screen command grab, etc.
  • Mixup potential is strong especially in Sparking, where he can airdash his S buttons, and cause all kinds of ambiguous setups
  • 5S and 2S are beams, making Gogeta's long range game very strong.
  • Strong assist, while somewhat slow the hitbox is big and it causes wallbounce on hit, allowing for all kinds of followups.
  • Great damage output due to his supers as well as his corner combos being incredibly strong due to his previously mentioned S buttons.
  • One of the better DHC Supers, as some characters can get air Dragon Rush off of it if timed correctly.
  • Multiple moves that leave him airborne and recover in the air give him more options for blockstun mix-ups than the rest of the cast, with 5LLL, 236L~M, and 236[S] being the main options.
  • One of the most flashy fighters in the game, has plenty of options to style on opponents.
  • Tall hurtbox, making him easy to fuzzy.
  • Blockstrings have many gaps in them, making them weak to reflects or reversals. His 5LLL is completely vulnerable to 2H on block. Because of this, he can be a little reliant on assists for blockstrings, which can be an issue depending on team composition.
  • Stardust Fall, while a great air ender, gives Gogeta absolutely no oki afterwards, which can be a bit of an issue for his pressure game. The only super Gogeta has that leaves him relatively close to the opponent is 236HS, meaning that his post-super pressure options can be a bit limited, leaving you to save them exclusively for kills.
  • His lows are weak. His fastest low is an 11 frame start up light giving him the worst of both worlds. It has the slower startup of mediums and the low damage of lights.
  • Bad startup and ending frames on many of his normals.
  • Normals hitboxes (including the autocombo) are pretty mediocre for a character his size.
  • Has to do that weird dance to fuse.



Normals

5L
5L
DBFZ Gogeta 5L.png
DBFZ Gogeta 5LL.png
DBFZ Gogeta 5LLL.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400*2 All - 6 - - -5
  • Fastest and safest normal.
5LL 700 All - 11 - - -10
  • Launches on ground hit.
  • Has enough hitstun to combo into j.DR or 6M.
5LLL 1000 High U3+ 26 - - -
  • Sides switches on hit or block, pulls the opponent out of corner.
  • Stays airborne afterward, recovers midway through.
  • Huge gap between 5LL and 5LLL, enough to be jabbed out or 2H'd.
  • On block, can cancel into SD early to stay same side.


5M
5M
DBFZ Gogeta 5M.png
I kicked me height
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 14 - - -8
  • High reach.


5H
5H
DBFZ Gogeta 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 / 400,450 All U1 13-18 - - -13
  • At long range, Gogeta will teleport closer.
  • Doesn't have invulnerability, but it can sometimes go through things.


5S
5S
DBFZ Gogeta 5S.png
ORIGINAL MOVE ATTACK
Damage Guard Smash Startup Active Recovery Frame Adv.
900 All - 20 - - -24
  • Beam property.
  • Small wall bounce.


2L
2L
DBFZ Gogeta 2L.png
The inferior Gordeau Slide.
Damage Guard Smash Startup Active Recovery Frame Adv.
500 Low - 11 - - -8
  • Slides forward.
  • Launches on hit like a 2M.

Catches backdash after a blocked Vanish, while 2M doesn't.


2M
2M
DBFZ Gogeta 2M.png
Goin' down the water slide!
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 15 - - -13
  • Long range for a 2M.


2H
2H
DBFZ Gogeta 2H.png
SHORYUKEN!
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All U1+ 15 - - -
  • Recovers on his way down.


2S
2S
DBFZ Gogeta 2S.png
Can you believe this is the first time Galick Gun has not been a super?
Damage Guard Smash Startup Active Recovery Frame Adv.
900 All - 26 - - -
  • Beam property.
  • Causes a big ground bounce.

2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed.


6M
6M
DBFZ Gogeta 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 10 0
  • Universal overhead.

5LL > 6M can link into another 5L in the corner. Making this one of the few 6Ms that are solo comboable.


j.L
j.L
DBFZ Gogeta jL.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 High - 6 - - -
  • Both j.L and j.M are good for fuzzy thanks to their low angles.


j.M
j.M
DBFZ Gogeta jM.png
Thanks for the move, Piccolo.
Damage Guard Smash Startup Active Recovery Frame Adv.
400*3 High - 10 - - -
  • Triple overheads.

j.LLL won't come out until j.LL lands all 3 hits.

IAD j.M does enough blockstun to true string into rising j.L on big characters.


j.H
j.H
DBFZ Gogeta jH.png
Thanks for the move, Vegeta.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5LLLLLLL 850 All D2+ 17 - - -
j.H 850 All U1 17 - - -
  • Kicks half screen forward.
  • Big wall bounce on Smash hit.


j.S
j.S
DBFZ Gogeta jS.png
Thanks for the move, Goku.
Damage Guard Smash Startup Active Recovery Frame Adv.
900 All - 20 - - -
  • Beam property.
  • Small wall bounce.


j.2H
j.2H
DBFZ Gogeta j2H.png
f o o t d i v e
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High D1 18 - - -
  • Smash on air-to-air.
  • Causes a sliding knockdown on Smash hit.
  • Ground hit, the opponent can tech immediately.

Pretty solid finisher for a combo anywhere if you're not totally sure how to end it, since it combos from j.M very easily midscreen, and j.H in the corner. It also leaves Gogeta very close to the opponent for some oki if you want it. He's got better sliding knockdown enders, but this isn't a bad one to fall back on should you need it.


j.2S
j.2S
DBFZ Gogeta j2S.png
Also why is it blue?
Damage Guard Smash Startup Active Recovery Frame Adv.
900 All - 22 - - -
  • Beam property.
  • Causes a big ground bounce.
  • Adds 10f landing recovery.


Specials

Soul Strike
Soul Strike
236L/M/H (Air OK)
DBFZ Gogeta SoulStrikeFollowup.png
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Followups come out even on whiff.
  • Only ground L rekka on hit keeps grounded opponents standing. The others launch on hit.
  • Ground rekka doesn't have head property, air rekka does.
  • Midscreen range: Air H > Ground H > Ground M > Ground L = Air L > Air M
Ground L 650 All - 12 - - -8
Air L 650 All - 12 - - -
  • Strikes half screen forward.
Ground M 700 All - 17 - - -8
Air M 700 All - 17 - - -
  • Reels back before the attack. Performing this with his back against the wall gives significantly better range than midscreen.
  • Can cancel into H followup during startup.
Ground H 750*2,900 / 750*2,900,400 All*2, High D1, U1+ 13 - - -5
Air H 750*2,900 / 750*2,900,400 All*2, High D1, U1+ 13 - - -
  • Each hit automatically does its next followup on hit, block, or reflect.
  • Last hit causes a ground bounce, Smash hit adds sliding knockdown. After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit for conversion.


Soul Strike Follow-Up 1
Soul Strike Follow-Up 1
Soul Strike L/M > L/M
DBFZ Gogeta SoulStrikeFollowup1.png
Vegeta's 214X, all grown up and blue.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 650 All - 10 - - -
  • Ground version recovers on the ground.
M 700 All - 16 - - -
  • Recovers in the air.
  • Leaves a gap from any 236X or j.236X.


Soul Strike Follow-Up 2
Soul Strike Follow-Up 2
Soul Strike Follow-Up 1 > L/M/H or Soul Strike L/M > H
DBFZ Gogeta SoulStrikeFollowup2.png
DUNK 'EM
DBFZ Gogeta RisingVortex3.png
H Automatic Follow Up
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • Auto-corrects.
  • Range: L > M > H
L 850 High D1 15 - - -5
  • Causes a short sliding knockdown on Smash hit.
M 900 High D1 17 - - -5
  • Causes a ground bounce, Smash hit adds sliding knockdown.
  • Hits below Gogeta.
  • Leaves a gap from any 236X~X or j.236X~X
H 900 / 900,400 High D1, U1+ 12 - - -5
  • Causes a ground bounce, Smash hit adds sliding knockdown.
  • After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit for conversion.

236L~H and 236M~H are both fast overheads that cannot be anti-air'd. 236L~H is 25f, 236M~H is 26f, but at close range the opponent can block 236L before the H comes out, which doesn't happen to 236M.


Rising Vortex
Rising Vortex
214L/M/H (Air OK)
DBFZ Gogeta RisingVortex.png
L/M/Air H
DBFZ Gogeta RisingVortex2.png
Ground H
DBFZ Gogeta RisingVortex3.png
The Cell Special
Version Damage Guard Smash Startup Active Recovery Frame Adv.
  • On hit, 236M/H and j.236M/H do an extra kick at the end.
  • Smash on that last hit.
Ground L 150*3, 600 All - 9 - - -
Air L 150*3, 600 All - 9 - - -
  • Frame 1 Anti-Air.
Ground M 150*5 / 150*5,1000 All U1+ 16 - - -
Air M 150*5 / 150*5,1000 All U1+ 12 - - -
  • Frame 1 full invul.
  • Goes slightly further than L versions.
  • Smash hit wall bounces, can link into j.H even midscreen.

Midscreen can also link into airdash j.236L.

Ground H 1000 / 550,1000 All U1+ 9 - - -22
Air H 150*7 / 150*7,1000 All U1+ 9 - - -
  • Frame 1 full invul.
  • Ground version does a gut punch, air version is a faster j.214M
  • Both versions switch sides, causes a big wall bounce on Smash hit.


Multiplex Afterimage
Multiplex Afterimage
236S (Air OK)
DBFZ Gogeta MultiplexAfterimage.png
we Naruto now
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Attack 262*5 / 262*5,500 All D1 34 - - -5
Feint - - - - - Total 45 -
  • Can only be done once in the air.
  • Fully invulnerable from frame 6-10 while Gogeta is invisible.
  • Does a tracking j.2H on block or hit, causes a ground bounce. Smash even on grounded hit and adds sliding knockdown.
  • Hold GG4.png to use j.S clone, GG6.png to use j.2S clone. Hold S to feint, can also choose which clone to warp to.
  • During startup, the bottom clone is always the real one. Hitting fake ones will cause them to disappear.
  • 5S clone true string into the dive kick, making it safe even at point blank.
  • j.2S clone's beam pops the opponent up like a typical beam instead of ground bounces.
  • Performing this at jump height will still give the ground version, so j.236S4 never hits grounded opponent. Near ground j.236S into 5S clone counts as landing, regaining your air options.

Can super jump install into an airborne clone, retains super jump's momentum control.


Punisher Drive
Punisher Drive
214S
DBFZ Gogeta PunisherDrive.png
psh....nothin personell kid....
Damage Guard Smash Startup Active Recovery Frame Adv.
180*5, 1188 Throw U1 25 - - -
  • Full screen command grab, max range startup is 32.
  • All assists immediately leave the screen on hit, also can't call any assist until after recovery.
  • On hit, leaves Gogeta point blank behind the opponent, keeps grounded opponent standing.
  • Whiffs on airborne. Can still hit airborne opponent mid-combo, causes sliding knockdown.
  • Only hits once per combo, like most command grab.

What seems like it would be an incredibly strong move is only just okay for Gogeta. A full screen command grab is good, and it can easily catch people off guard or be setup into easily. However, Gogeta can't combo off of this command grab without spending resources (he can pop Spark to get big damage and even ToD, or just cancel into super) as he recovers too slowly to really do anything. He can maybe go for some mixups by faking out with a 2L/2M or something similar, but the reward off this isn't as huge as one would think. Still a strong move, but not as good as it would seem initially.


Assist

j.H
A1/A2
DBFZ Gogeta AssistjH.png
Base Goku assist on wheels
Damage Guard Smash Startup Active Recovery Frame Adv.
800 All - 35 - - -
  • Big wall bounce. Enough for GT Goku to combo into Spirit Bomb from midscreen.
  • Has head property.

Really good. Has a good amount of blockstun and sets up a ton of utility for many characters, such as midscreen snap setups. It's got pretty good range too, the only downside to it being it's rather slow, so you can't just throw it out whenever you please - and using it in combos can be tricky if you don't have the timing down completely. Regardless, Gogeta's assist is very good for what it can do for a majority of the cast, and is one to be feared.


Supers

God Punisher
God Punisher
236L+M
DBFZ Gogeta GodPunisher.png
DBFZ Gogeta GodPunisher2.png
The Vegeta side came out
DBFZ Gogeta StardustBreaker.png
Check out this cool orb i can make
Version Damage Guard Smash Startup Active Recovery Frame Adv.
God Punisher 2018 All UDV 10+4 - - -24
Stardust Breaker
Hold down any button on hit
1214 - UDV - - - -
  • Minimum Damage: 821 (425 additional damage for the 1 bar follow up)
  • Leaves Gogeta almost full screen away from the opponent after it connects, giving him no oki.


Stardust Fall
Stardust Fall
j.236L+M
DBFZ Gogeta StardustFall.png
DBFZ Gogeta StardustFall2.png
Why isn't this a Level 3?
Damage Guard Smash Startup Active Recovery Frame Adv.
2380 All UDV 9+4 - - -
  • Causes sliding knockdown, though he doesn't get any oki from it.
  • Good for DHCs as it puts the opponent from the air to the ground.
  • Minimum Damage: 750

Decent air ender for when you don't have SKD available.


Big Bang Kamehameha
Big Bang Kamehameha
236H+S (Air OK)
DBFZ Gogeta BigBangKamehameha.png
DBFZ Gogeta BigBangKamehameha2.png
Screw 'movie accuracy'.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 285*9, 307 All UDV 10+4 - - -33
Air 285*9, 307 All UDV 10+4 - - -
  • This is his DHC.
  • Lasts long enough that some characters can get a Dragon Rush off of it when they DHC in after this super, such as Nappa. Also sets up Base Goku's Spirit Bomb.
  • Minimum Damage: 827


Meteor Explosion
Meteor Explosion
214L+M or 214H+S
DBFZ Gogeta MeteorExplosion.png
Yells in "this is the stance"
DBFZ Gogeta MeteorExplosion2.png
It's not Stardust Breaker but it's still very cool.
DBFZ Gogeta UltimateKamehameha.png
This will only become accurate to the movie when some one DCs during it.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Meteor Explosion 4354 All UDV 10+3 - - -29
Ultimate Kamehameha
Hold down any button on hit
2000 - UDV - - - -
  • Minimum Damage: 1790 (964 additional damage for the lvl 5 extension)
  • Level 5 extension puts Gogeta full screen's length away from the opponent.

Great damage for a Level 3, especially with a meterburn option available. He doesn't get much, if any oki off of this when it connects though, and he gets barely any if you do the level 5 extension. Still, it's good to use just for damage alone, and is especially good for securing a kill.


Navigation


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System Explanations

HUDControlsFrame Data & System DataPatch Notes


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