* One of the better DHC Supers, as some characters can get air Dragon Rush off of it if timed correctly.
* 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.
* 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.
| style="width: 50%;"|
| style="width: 50%;"|
* Tall hurtbox, making him easy to fuzzy.
* Tall hurtbox, making him easy to fuzzy.
Line 39:
Line 40:
* 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.
* 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.
* 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.
* Has to do that weird dance to fuse.
* Bad startup and ending frames on many of his normals.
* Bad startup and ending frames on many of his normals.
* Normals hitboxes (including the autocombo) are pretty mediocre for a character his size.
* Normals hitboxes (including the autocombo) are pretty mediocre for a character his size.
* Has to do that weird dance to fuse.
|-
|-
|}
|}
Revision as of 23:57, 29 September 2019
Gogeta (SSGSS)
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.
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.
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
236LL Soul Strikespecial
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
-
-
-
-
This caption should never show up on main page
Air L
j.236LAir L Soul Strikespecial
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
-
-
-
-
Strikes half screen forward.
Ground M
236MM Soul Strikespecial
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
-
-
-
-
Air M
j.236MAir M Soul Strikespecial
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
-
-
-
-
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
236HH Soul Strikespecial
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
-
-
-
-
would you show this one?
Air H
j.236HAir H Soul Strikespecial
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
-
-
-
-
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.
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 > HH Soul Strike Finisherspecial
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
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.
Hold S to feint, can also choose which clone to warp to.
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.
Fully invulnerable from frame 6-10 while Gogeta is invisible.
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.
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.
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
S t a n c e
This next one's gonna wipe you off the face of the planet!
This will only become accurate to the movie when some one DCs during it.
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.
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.