(22 intermediate revisions by 9 users not shown) | |||
Line 11: | Line 11: | ||
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run | :Double Jump, Super Jump, 1 Airdash, Dash Type: Run | ||
;Play-style | ;Play-style | ||
: | :Balanced, Mixup | ||
;Team Role | |||
:Point, Middle | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
Line 33: | Line 35: | ||
* Great damage output due to his supers as well as his corner combos being incredibly strong due to his previously mentioned S buttons. | * 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. | * 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. | |||
* 4S looks really cool. | |||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Tall hurtbox, making him easy to fuzzy. | * Tall hurtbox, making him easy to fuzzy. | ||
Line 40: | Line 43: | ||
* 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. | ||
* Bad startup and ending frames on many of his normals. This also means he's very easy to Guard Cancel, meaning his pressure can be hard to make work sometimes. | |||
* Normals hitboxes (including the autocombo) are pretty mediocre for a character his size. | |||
* Has to do that weird dance to fuse. | * Has to do that weird dance to fuse. | ||
|- | |- | ||
|} | |} | ||
Line 80: | Line 83: | ||
* Stays airborne afterward, recovers midway through. | * Stays airborne afterward, recovers midway through. | ||
* Huge gap between 5LL and 5LLL, enough to be jabbed out or 2H'd. | * 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. | |||
}} | }} | ||
}} | }} | ||
Line 107: | Line 111: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * At long range, Gogeta will teleport closer. | ||
* Doesn't have invulnerability, but it can sometimes go through things. | |||
}} | }} | ||
}} | }} | ||
Line 128: | Line 133: | ||
====== <font style="visibility:hidden" size="0">2L</font> ====== | ====== <font style="visibility:hidden" size="0">2L</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Gogeta_2L.png |caption= | |image=DBFZ_Gogeta_2L.png |caption= The inferior Gordeau Slide. | ||
|name=2L | |name=2L | ||
|data= | |data= | ||
Line 182: | Line 187: | ||
* Beam property. | * Beam property. | ||
* Causes a big ground bounce. | * Causes a big ground bounce. | ||
2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will | 2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed. | ||
}} | }} | ||
}} | }} | ||
Line 226: | Line 231: | ||
{{Description|7|text= | {{Description|7|text= | ||
* Triple overheads. | * Triple overheads. | ||
j.LLL won't come out | 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. | IAD j.M does enough blockstun to true string into rising j.L on big characters. | ||
Line 279: | Line 284: | ||
* Causes a sliding knockdown on Smash hit. | * Causes a sliding knockdown on Smash hit. | ||
* Ground hit, the opponent can tech immediately. | * 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. | 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. | ||
}} | }} | ||
Line 296: | Line 300: | ||
* Beam property. | * Beam property. | ||
* Causes a big ground bounce. | * Causes a big ground bounce. | ||
* Adds | * Adds 10f landing recovery. | ||
}} | }} | ||
}} | }} | ||
Line 303: | Line 307: | ||
====== <font style="visibility:hidden" size="0">Soul Strike</font> ====== | ====== <font style="visibility:hidden" size="0">Soul Strike</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=DBFZ_Gogeta_SoulStrike.png |caption= | ||
|input=236L/M/H (Air OK) | |input=236L/M/H (Air OK) | ||
|name=Soul Strike | |name=Soul Strike | ||
Line 342: | Line 346: | ||
{{Description|8|text= | {{Description|8|text= | ||
* Each hit automatically does its next followup on hit, block, or reflect. | * Each hit automatically does its next followup on hit, block, or reflect. | ||
* Last hit causes a ground bounce | * 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. | ||
}} | }} | ||
}} | }} | ||
Line 358: | Line 362: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Ground version recovers on the ground. | ||
}} | }} | ||
{{AttackVersion|name=M}} | {{AttackVersion|name=M}} | ||
Line 365: | Line 369: | ||
{{Description|8|text= | {{Description|8|text= | ||
* Recovers in the air. | * Recovers in the air. | ||
* Leaves a gap from any 236X or j.236X. | |||
}} | }} | ||
}} | }} | ||
Line 391: | Line 396: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Causes a ground bounce sliding knockdown | * Causes a ground bounce, Smash hit adds sliding knockdown. | ||
* Hits below Gogeta. | |||
* Leaves a gap from any 236X~X or j.236X~X | |||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
Line 397: | Line 404: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Causes a ground bounce sliding knockdown | * 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. | * 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. | 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. | ||
}} | }} | ||
Line 467: | Line 473: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * Can only be done once in the air. | ||
* Fully invulnerable from frame 6-10 while Gogeta is invisible. | * 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 {{4}} to use j.S clone, {{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. | |||
}} | }} | ||
}} | }} | ||
Line 487: | Line 496: | ||
{{!}}- | {{!}}- | ||
{{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, 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. | * 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, vanish for a good but scaled followup, 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 if you do not have the resources available, or do not want to burn them. With these things available it is incredibly strong, but your opponent may realize what you are doing and this will become hard to land. 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. | |||
}} | }} | ||
}} | }} | ||
Line 508: | Line 516: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Big wall bounce. | * Big wall bounce. Enough for GT Goku to combo into Spirit Bomb from midscreen. | ||
* 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. | ||
}} | }} | ||
Line 516: | Line 523: | ||
==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= | ||
Line 553: | Line 560: | ||
* 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 | ||
Decent air ender for when you don't have SKD available. | |||
}} | }} | ||
}} | }} | ||
Line 582: | Line 588: | ||
====== <font style="visibility:hidden" size="0">Meteor Explosion</font> ====== | ====== <font style="visibility:hidden" size="0">Meteor Explosion</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Gogeta_MeteorExplosion.png |caption= | |image=DBFZ_Gogeta_MeteorExplosion.png |caption= Yells in "this is the stance" | ||
|image2=DBFZ_Gogeta_MeteorExplosion2.png |caption2= | |image2=DBFZ_Gogeta_MeteorExplosion2.png |caption2= It's not Stardust Breaker but it's still very cool. | ||
|image3=DBFZ_Gogeta_UltimateKamehameha.png |caption3= This will only become accurate to the movie when some one DCs during it. | |image3=DBFZ_Gogeta_UltimateKamehameha.png |caption3= This will only become accurate to the movie when some one DCs during it. | ||
|input=214L+M or 214H+S | |input=214L+M or 214H+S | ||
Line 598: | Line 604: | ||
{{Description|8|text= | {{Description|8|text= | ||
* Minimum Damage: 1790 (964 additional damage for the lvl 5 extension) | * 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. | |||
}} | }} | ||
}} | }} |
Revision as of 05:27, 17 October 2019
Gogeta (SSGSS) |
---|
|
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 |
---|---|
|
|
Normals
5L
5L | Template:AttackDataHeader-DBFZ |
---|
5M
5M |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
5H
5H |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
|
5S
5S |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
|
2L
2L |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Catches backdash after a blocked Vanish, while 2M doesn't. |
2M
2M |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
|
2H
2H |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
|
2S
2S |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed. |
6M
6M |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 |
Template:AttackDataHeader-DBFZ
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
j.M
j.M |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
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 | Template:AttackDataHeader-DBFZ |
---|
j.S
j.S |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
|
j.2H
j.2H |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
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
| |||||
---|---|---|---|---|---|---|
|
Specials
Soul Strike
Soul Strike 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Soul Strike Follow-Up 1
Soul Strike Follow-Up 1 Soul Strike L/M > L/M |
Template:AttackDataHeader-DBFZ |
---|
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 |
---|
Rising Vortex
Rising Vortex 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Multiplex Afterimage
Multiplex Afterimage 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Punisher Drive
Punisher Drive 214S |
Template:AttackDataHeader-DBFZ
| |||||
---|---|---|---|---|---|---|
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, vanish for a good but scaled followup, 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 if you do not have the resources available, or do not want to burn them. With these things available it is incredibly strong, but your opponent may realize what you are doing and this will become hard to land. Still a strong move, but not as good as it would seem initially. |
Assist
j.H A1/A2 |
Template:AttackDataHeader-DBFZ |
---|
Supers
God Punisher
God Punisher 236L+M |
Template:AttackDataHeader-DBFZ |
---|
Stardust Fall
Stardust Fall j.236L+M |
Template:AttackDataHeader-DBFZ |
---|
Big Bang Kamehameha
Big Bang Kamehameha 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
---|
Meteor Explosion
Meteor Explosion 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
---|
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.