(→Punisher Drive: pls stop fixing the joke) |
m (→Overview: - I don't know why his weaknesses were removed, his framedata is still bad on block and he's still weak to Guard Cancel.) |
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|header=Overview | |header=Overview | ||
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Gogeta at first glance has everything a character could possibly need to succeed. An easy to pick up character with dominant air normals, supers for every situation, rekka, a DP that covers his entire body, low 2L, beams, a fullscreen command grab... it might be easier to list things Gogeta doesn't have. Of course, it's never that easy. While he has every tool in the box, they are cursed with high recovery, making all of them extremely committal and easy to punish. This epitomizes Gogeta as high risk, high reward. Gogeta's tools can lead to a relentless chase against a helpless opponent when used properly, but a single bad call can spell immediate death for the ultimate fusion. | |||
Gogeta at first glance has everything a character could possibly need to succeed. An easy to pick up character with dominant air normals, supers for every situation, rekka, a DP that covers his entire body, low 2L, beams, a fullscreen command grab... it might be easier to list things Gogeta doesn't have. Of course, it's never that easy. While he has every tool in the box, they are | |||
{{Bio | {{Bio | ||
| name = SSB Gogeta | | name = SSB Gogeta | ||
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* '''Touch of Death Enabler''': Gogeta's ToD combos are some of the easiest to perform in the entire game thanks to his long combos and his Level 2 and 5 Supers. | * '''Touch of Death Enabler''': Gogeta's ToD combos are some of the easiest to perform in the entire game thanks to his long combos and his Level 2 and 5 Supers. | ||
| cons = | | cons = | ||
* '''Poor Pressure''': All of Gogeta's normals past 5L and 2L are unsafe, the first two hits of his rekka are as well. This makes it very hard for Gogeta to stagger the opponent. | |||
* '''Slow 2L''': [[DBFZ/SSB_Gogeta#2L|2L]] is as slow as a medium, yet still scales like a light. | * '''Slow 2L''': [[DBFZ/SSB_Gogeta#2L|2L]] is as slow as a medium, yet still scales like a light. | ||
* '''Low Reward Mixups''': Low reward off of his unique mix-up options, requiring resources to convert off of them. | * '''Low Reward Mixups''': Low reward off of his unique mix-up options, requiring resources to convert off of them. | ||
* '''Beam Normals''': Gogeta's beam normals retain all of the detractions a standard beam possesses, being slow and having high recovery on whiff. | * '''Beam Normals''': Gogeta's beam normals retain all of the detractions a standard beam possesses, being slow and having high recovery on whiff. | ||
* '''Guard Cancel''': High recovery makes it easy to Guard Cancel him, especially his 5L. | |||
}} | }} | ||
}} | }} |
Revision as of 12:03, 17 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
Gogeta at first glance has everything a character could possibly need to succeed. An easy to pick up character with dominant air normals, supers for every situation, rekka, a DP that covers his entire body, low 2L, beams, a fullscreen command grab... it might be easier to list things Gogeta doesn't have. Of course, it's never that easy. While he has every tool in the box, they are cursed with high recovery, making all of them extremely committal and easy to punish. This epitomizes Gogeta as high risk, high reward. Gogeta's tools can lead to a relentless chase against a helpless opponent when used properly, but a single bad call can spell immediate death for the ultimate fusion.
"I don't need thirty minutes...I only need one finger to beat you!" | |
Lore: | The product of the Metamoran fusion technique from Goku and Vegeta, Gogeta 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. |
Voice: | Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat |
SSB Gogeta SSB Gogeta is a neutral-dominant character who uses his massive toolkit to quickly chase the opponent into the corner and blows them up with explosive punishes.
- Powerful Neutral: Amazing normals, 5S beams that jail into vanish and H Soul Strike, and Multiplex Afterimage allows him to outright skip neutral.
- Multiple Mix-up Options While all reactable, Gogeta has a plethora of mix-up options: high/low, left/right, fast overheads, and a command grab.
- Combos: Gogeta's combo are incredibly versatile, with great corner carry and very high damage.
- Beam Normals: Being normals, Gogeta's beams can be vanished on whiff, cancelled on block and used in combos.
- Touch of Death Enabler: Gogeta's ToD combos are some of the easiest to perform in the entire game thanks to his long combos and his Level 2 and 5 Supers.
- Poor Pressure: All of Gogeta's normals past 5L and 2L are unsafe, the first two hits of his rekka are as well. This makes it very hard for Gogeta to stagger the opponent.
- Slow 2L: 2L is as slow as a medium, yet still scales like a light.
- Low Reward Mixups: Low reward off of his unique mix-up options, requiring resources to convert off of them.
- Beam Normals: Gogeta's beam normals retain all of the detractions a standard beam possesses, being slow and having high recovery on whiff.
- Guard Cancel: High recovery makes it easy to Guard Cancel him, especially his 5L.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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j.2S
j.2S | Template:AttackDataHeader-DBFZ |
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Special Moves
Soul Strike
Soul Strike 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Soul Strike Follow-up 1
Soul Strike Follow-up 1 Soul Strike L/M > L/M |
Template:AttackDataHeader-DBFZ |
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Soul Strike Follow-up 2
Soul Strike Follow-up 2 Soul Strike Follow-up 1 > L/M/H or Soul Strike L/M > H |
Template:AttackDataHeader-DBFZ |
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Rising Vortex
Rising Vortex 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Multiplex Afterimage
Multiplex Afterimage 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Punisher Drive
Punisher Drive 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Super Dash Kick Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Rising Vortex Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Galick Gun Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
God Punisher
God Punisher 236L+M |
Template:AttackDataHeader-DBFZ |
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Stardust Fall
Stardust Fall j.236L+M |
Template:AttackDataHeader-DBFZ |
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Big Bang Kamehameha
Big Bang Kamehameha 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Meteor Explosion
Meteor Explosion 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.