< DBFZ
(→Playstyle: Gogeta is one of the worst characters to try stagger pressure with, almost all of his buttons except for 5L are unsafe, and even if you wanted to stagger with him, the startup on his normals is too long and will get counter-hit.) |
(→Playstyle: Gogeta cannot play footsies and does not have good neutral, hence "bypass". He relies on wide normals, beams, and 236S to close the gap; all have high recovery. Also don't know why the point on 214S was removed, none of that is incorrect.) |
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| intro = {{Character Label|DBFZ|SSB Gogeta}} is a high-risk, high-reward character who uses his toolkit to quickly chase the opponent to the corner. | | intro = {{Character Label|DBFZ|SSB Gogeta}} is a high-risk, high-reward character who uses his toolkit to quickly chase the opponent to the corner. | ||
| pros = | | pros = | ||
* | * Bypasses neutral with tools like beam normals, and large buttons such as 2M and 5H. | ||
* High corner damage, meter build, and great corner-carry, which all contribute to his relatively easy TOD routes. | * High corner damage, meter build, and great corner-carry, which all contribute to his relatively easy TOD routes. | ||
* Covers defensive options such as backdash and reflect with ease, using [[DBFZ/SSB_Gogeta#2M|2M]] and [[DBFZ/SSB_Gogeta#5H|5H]] | * Covers defensive options such as backdash and reflect with ease, using [[DBFZ/SSB_Gogeta#2M|2M]] and [[DBFZ/SSB_Gogeta#5H|5H]]. | ||
* [[DBFZ/SSB_Gogeta#Rising Vortex|Rising Vortex]] is an omnidirectional reversal that is also a combo starter. Can also grant meterless snapbacks at the corner with the medium and heavy versions. | * [[DBFZ/SSB_Gogeta#Rising Vortex|Rising Vortex]] is an omnidirectional reversal that is also a combo starter. Can also grant meterless snapbacks at the corner with the medium and heavy versions. | ||
* [[DBFZ/SSB_Gogeta#Punisher Drive|Punisher Drive]]is a fullscreen command grab that is neutral on hit, either letting him go for a mix-up or vanish for a combo. | |||
| cons = | | cons = | ||
* Very high startup and recovery on normals and specials result in Gogeta having absolutely terrible frame-data, almost every move down to his standard jabs are a commitment and a risk. | * Very high startup and recovery on normals and specials result in Gogeta having absolutely terrible frame-data, almost every move down to his standard jabs are a commitment and a risk. | ||
* Weak low mixup; although he has a low 2L, it's as slow as a 2M, but with the damage scaling of a L starter. | * Weak low mixup; although he has a low 2L, it's as slow as a 2M, but with the damage scaling of a L starter. | ||
* Very poor okizeme options mid-screen that won't let him use most of his supers, or force him to sacrifice his corner carry. | * Very poor okizeme options mid-screen that won't let him use most of his supers, or force him to sacrifice his corner carry. | ||
* Few true blockstring options | * Few true blockstring options, and coupled with Season 2 changes, needs assists to make pressure meaningful and enable better mixups. | ||
}} | }} | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} |
Revision as of 05:12, 14 May 2020
Gogeta (SSGSS) | |
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Play-style | Balanced, Toolbox, Mix-up |
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 |
Playstyle
SSB Gogeta SSB Gogeta is a high-risk, high-reward character who uses his toolkit to quickly chase the opponent to the corner.
Pros
Cons
- Bypasses neutral with tools like beam normals, and large buttons such as 2M and 5H.
- High corner damage, meter build, and great corner-carry, which all contribute to his relatively easy TOD routes.
- Covers defensive options such as backdash and reflect with ease, using 2M and 5H.
- Rising Vortex is an omnidirectional reversal that is also a combo starter. Can also grant meterless snapbacks at the corner with the medium and heavy versions.
- Punisher Driveis a fullscreen command grab that is neutral on hit, either letting him go for a mix-up 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 down to his standard jabs are a commitment and a risk.
- Weak low mixup; although he has a low 2L, it's as slow as a 2M, but with the damage scaling of a L starter.
- Very poor okizeme options mid-screen that won't let him use most of his supers, or force him to sacrifice his corner carry.
- Few true blockstring options, and coupled with Season 2 changes, needs assists to make pressure meaningful and enable better mixups.
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.