< DBFZ
(→2M) |
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* On block, can cancel into SD early to stay same side. | * On block, can cancel into SD early to stay same side. | ||
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======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
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* High reach. | * High reach. | ||
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======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
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* Doesn't have invulnerability, but it can sometimes go through things. | * Doesn't have invulnerability, but it can sometimes go through things. | ||
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======<font style="visibility:hidden;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
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* Small wall bounce. | * Small wall bounce. | ||
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======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
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Catches backdash after a blocked Vanish, while 2M doesn't. | Catches backdash after a blocked Vanish, while 2M doesn't. | ||
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======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
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One of the best 2Ms in the game, due to the sheer amount of space it covers. | One of the best 2Ms in the game, due to the sheer amount of space it covers. | ||
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======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
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* Recovers on his way down. | * Recovers on his way down. | ||
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======<font style="visibility:hidden;font-size:0">2S</font>====== | ======<font style="visibility:hidden;font-size:0">2S</font>====== | ||
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2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed. | 2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed. | ||
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======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
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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. | 5LL > 6M can link into another 5L in the corner. Making this one of the few 6Ms that are solo comboable. | ||
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======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
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* Both j.L and j.M are good for fuzzy thanks to their low angles. | * Both j.L and j.M are good for fuzzy thanks to their low angles. | ||
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======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
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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. | ||
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======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
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* Big wall bounce on Smash hit. | * Big wall bounce on Smash hit. | ||
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======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
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* Small wall bounce. | * Small wall bounce. | ||
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======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
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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. | 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. | ||
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======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ======<font style="visibility:hidden;font-size:0">j.2S</font>====== | ||
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* Adds 10f landing recovery. | * Adds 10f landing recovery. | ||
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==Special Moves== | ==Special Moves== | ||
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* 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. | * 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. | ||
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======<font style="visibility:hidden;font-size:0">Soul Strike Follow-up 1</font>====== | ======<font style="visibility:hidden;font-size:0">Soul Strike Follow-up 1</font>====== | ||
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* Leaves a gap from any 236X or j.236X. | * Leaves a gap from any 236X or j.236X. | ||
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======<font style="visibility:hidden;font-size:0">Soul Strike Follow-up 2</font>====== | ======<font style="visibility:hidden;font-size:0">Soul Strike Follow-up 2</font>====== | ||
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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. | ||
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======<font style="visibility:hidden;font-size:0">Rising Vortex</font>====== | ======<font style="visibility:hidden;font-size:0">Rising Vortex</font>====== | ||
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* Both versions switch sides, causes a big wall bounce on Smash hit. | * Both versions switch sides, causes a big wall bounce on Smash hit. | ||
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======<font style="visibility:hidden;font-size:0">Multiplex Afterimage</font>====== | ======<font style="visibility:hidden;font-size:0">Multiplex Afterimage</font>====== | ||
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Can super jump install into an airborne clone, retains super jump's momentum control. | Can super jump install into an airborne clone, retains super jump's momentum control. | ||
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======<font style="visibility:hidden;font-size:0">Punisher Drive</font>====== | ======<font style="visibility:hidden;font-size:0">Punisher Drive</font>====== | ||
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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, 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, 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. | ||
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==Z Assists== | ==Z Assists== | ||
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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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======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
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Really handy for covering tech options after a sliding knockdown with its ascending hitbox, allowing pressure to continue. | Really handy for covering tech options after a sliding knockdown with its ascending hitbox, allowing pressure to continue. | ||
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======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
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Gogeta teleports to the opponent and 2S's them in the face. | Gogeta teleports to the opponent and 2S's them in the face. | ||
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==Super Moves== | ==Super Moves== | ||
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* Unscaled God Punisher damage is the year his movie came out. | * Unscaled God Punisher damage is the year his movie came out. | ||
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======<font style="visibility:hidden;font-size:0">Stardust Fall</font>====== | ======<font style="visibility:hidden;font-size:0">Stardust Fall</font>====== | ||
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Decent air ender for when you don't have SKD available. | Decent air ender for when you don't have SKD available. | ||
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======<font style="visibility:hidden;font-size:0">Big Bang Kamehameha</font>====== | ======<font style="visibility:hidden;font-size:0">Big Bang Kamehameha</font>====== | ||
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* Minimum Damage: 827 | * Minimum Damage: 827 | ||
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======<font style="visibility:hidden;font-size:0">Meteor Explosion</font>====== | ======<font style="visibility:hidden;font-size:0">Meteor Explosion</font>====== | ||
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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. | 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. | ||
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==Navigation== | ==Navigation== |
Revision as of 11:27, 23 April 2020
Gogeta (SSGSS) | |
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Play-style | Balanced, Toolbox, Mixup |
Team Role | Point, Middle |
Overview
"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 ("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. |
Voice: | Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat |
SSB Gogeta SSB Gogeta is a neutral-dominant character who can use his oppressive and massive toolkit to quickly chase the opponent into the corner.
Pros
Cons
- Bypasses neutral with tools like beam normals, j.M, Multiplex Afterimage, and 5H.
- High corner damage.
- Extremely annoying pressure with several options that automatically beat Reflect and Backdash, as well as j.M being a triple overhead.
- Rising Vortex is an amazing reversal that hits both sides and locks the opponent to ensure they get hit.
- Can use meter very effectively with his supers that enable enormous damage and DHC potential.
- Punisher Drive is a fullscreen command grab that starts up in 24 frames and puts Gogeta behind the opponent, either letting him go for a mixup or vanish for a combo.
- Very high startup and recovery on normals and specials result in Gogeta having absolutely terrible frame-data, almost every move is a commitment and a risk.
- Weak low mixup; although he has a low 2L, it's as slow as a 2M with the scaling of an L.
- Very poor okizeme options midscreen that won't let him use most of his supers, or force him to sacrifice his corner carry.
- Few true blockstring options; needs assists to make his pressure meaningful and enable better mixups.
- No meaningful oki on most of his supers.
- The loss of Snap Pressure and Fuzzy Overheads significantly hurts Gogeta's ability to open up the opponent and keep his pressure going, coupled with assists now taking longer to recharge in blockstrings.
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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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.