DBFZ/SSB Gogeta: Difference between revisions

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* Recovers on the ground.
* Ground version recovers on the ground.
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{{AttackVersion|name=M}}

Revision as of 09:20, 8 October 2019

Gogeta (SSGSS)
DBFZ SSB Gogeta Portrait.png
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
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400×2 All 6 3(6)3 14 -3 B - - - 5%×2 1, 2 - - -
DBFZ Gogeta 5L.png
Don't whiff this.
  • Fastest and safest normal.
5LL


5LL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 11 3 21 -10 B2 - - - 7% - - - -
DBFZ Gogeta 5LL.png
  • Launches on ground hit.
  • Has enough hitstun to combo into j.DR or 6M.
5LLL


5LLL
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 High 26 4 26 -5 H3 - U3+ - 12% - - - -
DBFZ Gogeta 5LLL.png
  • 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
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 11 3 21 -8 B2 - - - 7% - - - -
DBFZ Gogeta 5M.png


  • High reach.
5H
5H
DBFZ Gogeta 5H.png
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 400,600 All 13 [14~18] 3 26 -13 B [8-9~13 Assist Intangible] U1 - 12% / 8%×2 - - - -
Teleports forward between frame 7 and 8 if the opponent is further away
Values in [ ] are when he teleports
DBFZ Gogeta 5H.png


  • 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
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 18 17 33 -24 P2 - - - 7% - - - -
DBFZ Gogeta 5S.png
Both a blessing and a curse


  • Beam property.
  • Small wall bounce.
2L
2L
DBFZ Gogeta 2L.png
The inferior Gordeau Slide.
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
500 Low 9 6 15 -5 F1 - - - 7% - - - -
DBFZ Gogeta 2L.png


  • 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!
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 12 8 21 -13 F2 - - - 7% - - - -
DBFZ Gogeta 2M.png
Your entire grounded gameplan


  • Long range for a 2M.
2H
2H
DBFZ Gogeta 2H.png
SHORYUKEN!
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 6 30 -20 B4 - U1+ - 12 - - - -
DBFZ Gogeta 2H.png
The meanest uppercut you've ever seen.


  • 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?
Template:AttackDataHeader-DBFZ
2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 26 - Total 75+10L -28 P2 - - - 7 - - - -
DBFZ Gogeta 2S.png
More likely to blast the ground than the opponent


  • 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 Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 10 0 B3 - - - 12 - - - -
DBFZ Gogeta jM.png


  • 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
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 High 6 6 11 - H1 - - - 5 - - - -
DBFZ Gogeta jL.png


  • 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.
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400×3 High 10 - - - H2 - - - 4×3 - - - -
DBFZ Gogeta jM.png
You'll love this button, your opponent will hate it.


  • 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.
Template:AttackDataHeader-DBFZ
5LLLLLLL
j.H


j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 - - - H3 - U1 [D3+] - 12 - - - -
DBFZ Gogeta jH.png
  • Kicks half screen forward.
  • Big wall bounce on Smash hit.
j.S
j.S
DBFZ Gogeta jS.png
Thanks for the move, Goku.
Template:AttackDataHeader-DBFZ
j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 18 - Total 67+10L - P2 - - - 7 - - - -
DBFZ Gogeta jS.png
Terrible for neutral, great for combos


  • Beam property.
  • Small wall bounce.
j.2H
j.2H
DBFZ Gogeta j2H.png
f o o t d i v e
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 18 - - -5 H3 - D1 - 12 - - - -
DBFZ Gogeta j2H.png
Welcome to Rejump City.


  • 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?
Template:AttackDataHeader-DBFZ
j.2S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 All 18 - Total 71+10L - P2 - - - 7 - - - -
DBFZ Gogeta 2S.png
Also known as the j.S followup


  • 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
Template:AttackDataHeader-DBFZ
  • 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


236L
L Soul Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
650 All 12 - - -8 B2 - - - 5 - - - -
DBFZ Gogeta SoulStrike.png
This caption should never show up on main page
Air L


j.236L
Air L Soul Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
650 All 12 - - - B2 - - - 5 - - - -
DBFZ Gogeta SoulStrike.png
  • Strikes half screen forward.
Ground M


236M
M Soul Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 17 - - -8 B2 - - - 5 - - - -
DBFZ Gogeta SoulStrike.png
Air M


j.236M
Air M Soul Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 17 - - - H2 - - - 5 - - - -
DBFZ Gogeta SoulStrike.png
  • 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


236H
H Soul Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750×2,900 / 750×2,900,400 All×2, High 13 - - -5 B2 - D1, U1 - -100 - - - -
DBFZ Gogeta SoulStrike.png
would you show this one?
Air H


j.236H
Air H Soul Strike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
750×2,900 / 750×2,900,400 All×2, High 13 - - - H2 - D1, U1 - -100 - - - -
DBFZ Gogeta SoulStrike.png
  • 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.
Template:AttackDataHeader-DBFZ
L


236X > L
L Soul Strike Follow-up
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
650 All 10 - - -8 B2 - - - 5 - - - -
DBFZ Gogeta SoulStrikeFollowup1.png
  • Ground version recovers on the ground.
M


236X > M
M Soul Strike Follow-up
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 16 - - -8 B2 - - - 5 - - - -
Head property if used in the air
DBFZ Gogeta SoulStrikeFollowup1.png
  • 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
Template:AttackDataHeader-DBFZ
  • Auto-corrects.
  • Range: L > M > H
L


236X > X > L
L Soul Strike Finisher
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 14 - - -5 B3 - D1 - 5 - - - -
DBFZ Gogeta SoulStrikeFollowup2.png
OH IT WORKED, THE CAPTIONS FLIPPED
  • Causes a short sliding knockdown on Smash hit.
M


236X > X > M
M Soul Strike Finisher
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 High 17 - - -5 B3 - D1 - 5 - - - -
DBFZ Gogeta SoulStrikeFollowup2.png
anti air
  • Causes a ground bounce, Smash hit adds sliding knockdown.
  • Hits below Gogeta.
  • Leaves a gap from any 236X~X or j.236X~X
H


236X > X > H
H Soul Strike Finisher
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
900 / 900,400 High 12 - - -5 B3 - D1, U1 - -100 - - - -
Head property if used in the air
DBFZ Gogeta SoulStrikeFollowup2.pngDBFZ Gogeta RisingVortex3.png
Do the flippity whip • Your fault for getting 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.

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
Template:AttackDataHeader-DBFZ
  • On hit, 236M/H and j.236M/H do an extra kick at the end.
  • Smash on that last hit.
Ground L


214L
L Rising Vortex
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
150×3, 600 All 9 - - -32 B2 - - - 3×4 - - - -
DBFZ Gogeta RisingVortex.png
i beat u player i win
Air L


j.214L
Air L Rising Vortex
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
150×3, 600 All 9 - - - H2 - - - 3×4 - - - -
DBFZ Gogeta RisingVortex.png
one of these days this will show up
  • Frame 1 Anti-Air.
Ground M


214M
M Rising Vortex
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
150×5 / 150×5,1000 All 16 - - -42 B2 - U1+ - 3×5 / 3×6 - - - -
DBFZ Gogeta RisingVortex.png
This should show up with bad RNG.
Air M


j.214M
Air M Rising Vortex
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
150×5 / 150×5,1000 All 12 - - - H2 - U1+ - 3×5 / 3×6 - - - -
DBFZ Gogeta RisingVortex.png
L/M/Air H
  • 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


214H
H Rising Vortex
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
1000 / 550,1000 All 9 - - -22 B6 - U1+ - -100 - - - -
DBFZ Gogeta RisingVortex2.pngDBFZ Gogeta RisingVortex3.png
• Ground H
Air H


j.214H
Air H Rising Vortex
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
150×7 / 150×7,1000 All 9 - - - H2 - U1+ - -100 - - - -
DBFZ Gogeta RisingVortex.png
L/M/Air H
  • 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
Template:AttackDataHeader-DBFZ
Attack


236S
Multiplex Afterimage
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5, 500 All×5, High 34 - - +2 P2, H3 - D1 - 2.4×5 / 2.4×5,12 - - - -
DBFZ Gogeta MultiplexAfterimage.png
Krillin taught me this one
Feint


236[S]
Multiplex Afterimage (Feint)
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
- - - - Total 45 - - - - - - - - - -
DBFZ Gogeta MultiplexAfterimage.png
this move sucks
  • 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 Template:4 to use j.S clone, Template:6 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....
Template:AttackDataHeader-DBFZ
214S
Punisher Drive
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
180×5, 1188 Throw 25 - - - B6 - U2+ - 3×5, 12 - - - -
DBFZ Gogeta PunisherDrive.png


  • 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 Base Goku assist on wheels
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
God Punisher
Stardust Breaker
Hold down any button on hit
  • 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
Why isn't this a Level 3?
Template:AttackDataHeader-DBFZ
  • 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
Screw 'movie accuracy'.
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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.
Template:AttackDataHeader-DBFZ
Meteor Explosion
Ultimate Kamehameha
Hold down any button on hit
  • 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

To edit frame data, edit values in DBFZ/SSB Gogeta/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

Template:Navbar-DBFZ