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* Beam property. | * Beam property. | ||
* Causes a big ground bounce. | * Causes a big ground bounce. | ||
* Adds | * Adds 10f landing recovery. | ||
}} | }} | ||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Causes a ground bounce sliding knockdown on Smash hit. | * Causes a ground bounce sliding knockdown on Smash hit. | ||
* Hits below Gogeta. | |||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Full screen command grab, max range startup is 32. | * Full screen command grab, max range startup is 32. | ||
* On hit, | * All assists immediately leave the screen on hit. | ||
* 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. | * Whiffs on airborne. Can still hit airborne opponent mid-combo, causes sliding knockdown. | ||
* Only hits once per combo, like most command grab. | * 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. | 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. | ||
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* Big wall bounce. | * Big wall bounce. | ||
* Has head property. | * 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. | 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. | ||
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==Supers== | ==Supers== | ||
====== <font style="visibility:hidden" size="0">God Punisher | ====== <font style="visibility:hidden" size="0">God Punisher</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Gogeta_GodPunisher.png |caption= | |image=DBFZ_Gogeta_GodPunisher.png |caption= | ||
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* Good for DHCs as it puts the opponent from the air to the ground. | * Good for DHCs as it puts the opponent from the air to the ground. | ||
* Minimum Damage: 750 | * Minimum Damage: 750 | ||
Great air ender for when you don't have SKD available. | Great air ender for when you don't have SKD available. | ||
}} | }} |
Revision as of 07:57, 28 September 2019
Gogeta (SSGSS) |
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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 |
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
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5S
5S |
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2L
2L |
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Catches backdash after a blocked Vanish, while 2M doesn't. |
2M
2M |
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2H
2H |
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2S
2S |
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2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will get stuffed. |
6M
6M |
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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 |
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j.M
j.M |
Template:AttackDataHeader-DBFZ
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j.LLL won't come out unless 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 | Template:AttackDataHeader-DBFZ |
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j.S
j.S |
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j.2H
j.2H |
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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 |
Template:AttackDataHeader-DBFZ
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Specials
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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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 |
Template:AttackDataHeader-DBFZ |
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Supers
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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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.