Difference between revisions of "DBFZ/SSB Gogeta"

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| align="center" colspan="2" | [[File:DBFZ_SSB_Gogeta_Portrait.png|300x500px|center]]
 
| align="center" colspan="2" | [[File:DBFZ_SSB_Gogeta_Portrait.png|300x500px|center]]
 
|-
 
|-
| '''Play-style''' || Balanced, Toolbox, Mixup
+
| '''Play-style''' || Balanced, Toolbox, Mix-up
 +
 
 
|-
 
|-
 
| '''Team Role''' || Point, Middle
 
| '''Team Role''' || Point, Middle
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}}
 
}}
  
 +
===Playstyle===
 
{{StrengthsAndWeaknesses
 
{{StrengthsAndWeaknesses
| intro = {{Character Label|DBFZ|SSB Gogeta}} is a neutral-dominant character who can use his oppressive and massive toolkit to quickly chase the opponent into the corner.
+
| intro = {{Character Label|DBFZ|SSB Gogeta}} is a high-risk, high-reward character who uses his toolkit to quickly chase the opponent into the corner.
 
| pros =
 
| pros =
* Bypasses neutral with tools like beam normals, j.M, [[DBFZ/SSB_Gogeta#Multiplex Afterimage|Multiplex Afterimage]], and 5H.
+
* '''Bypasses Neutral''': Huge buttons plus beam normals disregard neutral, along with [[DBFZ/SSB_Gogeta#Multiplex Afterimage|Multiplex Afterimage]] teleporting to the opponent on hit.
* High corner damage.
+
* '''Ignores Defensive Options''': [[DBFZ/SSB_Gogeta#2M|2M]] and [[DBFZ/SSB_Gogeta#5H|5H]] stuff backdash and reflect. [[DBFZ/SSB_Gogeta#Punisher Drive|Punisher Drive]] is also a near full-screen command grab that restarts pressure.
* Extremely annoying pressure with several options that automatically beat Reflect and Backdash, as well as j.M being a triple overhead.
+
* '''Thrives in the Corner''': Damage and meter build are enhanced at the corner, and contribute to relatively easy TOD routes.
* [[DBFZ/SSB_Gogeta#Rising Vortex|Rising Vortex]] is an amazing reversal that hits both sides and locks the opponent to ensure they get hit.
+
* '''Reversal''': [[DBFZ/SSB_Gogeta#Rising Vortex|Rising Vortex]] is an omnidirectional DP that is also a combo starter.
* Can use meter very effectively with his supers that enable enormous damage and DHC potential.
+
* '''Major Corner Carry''': The nature of his combo structure chases the opponent into the corner relatively easily.
* [[DBFZ/SSB_Gogeta#Punisher Drive|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.
+
* '''Super Move Versatility''': Has a wide variety of Supers that enable DHC synergy, and possesses meterburn options for [[DBFZ/SSB_Gogeta#God Punisher|God Punisher]] and [[DBFZ/SSB_Gogeta#Meteor Explosion|Meteor Explosion]].
 
| cons =
 
| cons =
* 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.
+
* '''Terrible Buttons''': Very high startup and recovery on normals and specials result in Gogeta having absolutely atrocious 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 with the scaling of an L.
+
* '''Weak Low Mix-up''': [[DBFZ/SSB_Gogeta#2L|2L]] is as slow as a typical 2M, but with the damage scaling of a light starter.
* Very poor okizeme options midscreen that won't let him use most of his supers, or force him to sacrifice his corner carry.
+
* '''Poor Mid-screen Okizeme''': [[DBFZ/SSB_Gogeta#Soul Strike|236LLL]] won't let him combo into his supers, unless he chooses to forgo it instead for 2H and sacrifice his corner carry.
* Few true blockstring options; needs assists to make his pressure meaningful and enable better mixups.
+
* '''Long-duration Normals''': Lengthy normals make it easier to reach the hitstun decay limit faster.
* No meaningful oki on most of his supers.
+
* '''Bad Blockstring Pressure''':  Needs assists to make pressure truly meaningful, and to also enable better mix-ups.
* 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.
 
 
}}
 
}}
 
{{#lst:{{PAGENAME}}/Data|Links}}
 
{{#lst:{{PAGENAME}}/Data|Links}}
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{{Description|9|text=
 
{{Description|9|text=
 
* Launches on ground hit.
 
* Launches on ground hit.
* Has enough hitstun to combo into j.DR or 6M.
+
* Has enough hitstun to combo into j.DR, 6M or j.H.
 
}}
 
}}
 
{{!}}-
 
{{!}}-
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* 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.
 
* On block, can cancel into SD early to stay same side.
 +
 +
While it is a grounded overhead option, it is easily reactable. Though it can turn into a mix-up if you cover the large gap between 5LL and 5LLL, and can even go for an IAD mixup afterwards, there is little to no need to go into 5LLL overhead when 6M is much safer and the damaging scaling is better, other than rarely knowledge-checking opponents.
 +
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">5M</font>======
 
======<font style="visibility:hidden;font-size:0">5M</font>======
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{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* High reach.
+
* High vertial reach.
}}
+
* Moves Gogeta forward moderately.
 +
Can be safe if blocked high enough in the air.
 +
 
 +
Good button, though outshined by 2M in neutral. Because it hits pretty high up, it can meaty the opponent's up tech well, and can generously catch them trying to chicken block out of your pressure. Can go into a very tight (though still not gapless) 6M or 2M for a good mix-up if air blocked.
 +
 
 
}}
 
}}
 +
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">5H</font>======
 
======<font style="visibility:hidden;font-size:0">5H</font>======
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{{Description|8|text=
 
{{Description|8|text=
 
* At long range, Gogeta will teleport closer.
 
* At long range, Gogeta will teleport closer.
* Doesn't have invulnerability, but it can sometimes go through things.
+
* Very small invulnerability gap during the move.
}}
+
 
 +
One of Gogeta's best starters and buttons. It is good for catching opponent's counter buttons after their reflect, and likewise, is also good as a counter action after a successful reflect, all due to it's variable range. Will lead into incredible corner carry and unusually high damage if it is canceled into command grab into Vanish.
 +
 
 
}}
 
}}
 +
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">5S</font>======
 
======<font style="visibility:hidden;font-size:0">5S</font>======
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* Beam property.
 
* Beam property.
 
* Small wall bounce.
 
* Small wall bounce.
 +
 +
Not the best projectile, lacking swiftness and fast recovery, but the benefit of having a kamehameha as a normal is being able to vanish cancel the start-up. No 0.5 bar conversions when hit full-screen, will have to spend the full bar for knockdown. However, if it is blocked mid-screen, can set-up for a fast overhead (236L > H) or a command grab. At the very least, always cancel into 236S to cover up the heavy recovery.
 +
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">2L</font>======
 
======<font style="visibility:hidden;font-size:0">2L</font>======
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* Slides forward.
 
* Slides forward.
 
* Launches on hit like a 2M.
 
* Launches on hit like a 2M.
Catches backdash after a blocked Vanish, while 2M doesn't.
+
Catches backdash after a blocked Vanish, while 2M doesn't.  
}}
+
 
 +
Gogeta's low game is quite gimped compared to other low 2L users, who benefit from the strong empty jump low mix-up.
 +
 
 
}}
 
}}
 +
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">2M</font>======
 
======<font style="visibility:hidden;font-size:0">2M</font>======
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{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Very long range and surprisingly notable vertical hitbox. In terms of its category, one of the best 2Ms in the game.
+
* Very long range.
}}
+
 
 +
One of the best 2Ms in the game, due to the sheer amount of space it covers. The inverse of 5M, will generously catch opponents trying to backdash out of your pressure. Because it's startup is a little slower than other 2M's in the game, Gogeta can better utilize the 6M/2M mix-up than most characters.
 +
 
 
}}
 
}}
 +
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">2H</font>======
 
======<font style="visibility:hidden;font-size:0">2H</font>======
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{{Description|8|text=
 
{{Description|8|text=
 
* Recovers on his way down.
 
* Recovers on his way down.
 +
 +
Very healthy big boy anti-air that goes up pretty high. Because of it's mid-air recovery, can be tagged with an assist for a deceptive cross-up mix.
 +
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">2S</font>======
 
======<font style="visibility:hidden;font-size:0">2S</font>======
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* 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 be stuffed.
 
2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed.
 +
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">6M</font>======
 
======<font style="visibility:hidden;font-size:0">6M</font>======
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{{Description|8|text=
 
{{Description|8|text=
 
* Universal overhead.
 
* Universal overhead.
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, thanks to the hitstun of 5LL. Leads into one of his stronger non-2M/2L starter damage routes.
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">j.L</font>======
 
======<font style="visibility:hidden;font-size:0">j.L</font>======
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{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
* Both j.L and j.M are good for fuzzy thanks to their low angles.
+
* Fast aerial hitting downward.
}}
+
 
 +
Both j.L and j.M are good for fuzzy thanks to their low angles.
 +
 
 
}}
 
}}
 +
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">j.M</font>======
 
======<font style="visibility:hidden;font-size:0">j.M</font>======
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{{Description|8|text=
 
{{Description|8|text=
 
* Triple overheads.
 
* Triple overheads.
j.LLL won't come out until j.LL lands all 3 hits.
+
* Can cancel on any hit.
 +
 
 +
More reliable than j.L for shorting out Super Dash, but harder to convert. Won't be as strong compared to what Piccolo j.M can do, thanks to a lacking 2L and j.H, but can still be done.
  
IAD j.M does enough blockstun to true string into rising j.L on big characters.
 
}}
 
 
}}
 
}}
 +
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">j.H</font>======
 
======<font style="visibility:hidden;font-size:0">j.H</font>======
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* Kicks half screen forward.
 
* Kicks half screen forward.
 
* Big wall bounce on Smash hit.
 
* Big wall bounce on Smash hit.
 +
 +
5LL > j.H will lead into Gogeta's stronger 2L starter combos.
 +
 +
On the occasion that Gogeta is in the sweet spot where both 214M or 214H won't lead into a corner combo, j.H must be the extension.
 +
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">j.S</font>======
 
======<font style="visibility:hidden;font-size:0">j.S</font>======
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* Beam property.
 
* Beam property.
 
* Small wall bounce.
 
* Small wall bounce.
 +
 +
Covers a higher part of the screen which the majority of assists won't reach, so can be used for screen domination, or a safer option to stop Super Dash with. Should be used very carefully.
 +
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">j.2H</font>======
 
======<font style="visibility:hidden;font-size:0">j.2H</font>======
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* Smash on air-to-air.
 
* Smash on air-to-air.
 
* Causes a sliding knockdown on Smash hit.
 
* Causes a sliding knockdown on Smash hit.
* Ground hit, the opponent can tech immediately.
+
* When opponent is grounded, is negative on hit and will not have Smash property.
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.
+
 
}}
+
Has much better oki compared to j.236L > L > L, and leaves the opponent much closer, but is inferior to j.236L > M > M in the corner. When going for the DHC mid-screen, j.2H is needed to connect Gogeta's supers.
 +
 
 +
Could be used to control space as well, with a neutral assist. However, this angle is much more steep compared to Goku Black and SSGSS Goku's divekicks, and won't lead to any combo beyond this move alone.
 +
 
 
}}
 
}}
 +
}}<nowiki/>
  
 
======<font style="visibility:hidden;font-size:0">j.2S</font>======
 
======<font style="visibility:hidden;font-size:0">j.2S</font>======
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* Causes a big ground bounce.
 
* Causes a big ground bounce.
 
* Adds 10f landing recovery.
 
* Adds 10f landing recovery.
 +
 +
j.2S > SD is a common combination in Gogeta's combos, particularly at the corner.
 +
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
==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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<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.  
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
==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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
==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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<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
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
======<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.
 
}}
 
}}
}}
+
}}<nowiki/>
  
 
==Navigation==
 
==Navigation==

Revision as of 03:03, 2 June 2020

Gogeta (SSGSS)
DBFZ SSB Gogeta Portrait.png
Play-style Balanced, Toolbox, Mix-up
Team Role Point, Middle

Overview


DBFZ SSB Gogeta Icon.png SSB Gogeta
"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

Playstyle
DBFZ SSB Gogeta Icon.png SSB Gogeta is a high-risk, high-reward character who uses his toolkit to quickly chase the opponent into the corner.
Pros Cons
  • Bypasses Neutral: Huge buttons plus beam normals disregard neutral, along with Multiplex Afterimage teleporting to the opponent on hit.
  • Ignores Defensive Options: 2M and 5H stuff backdash and reflect. Punisher Drive is also a near full-screen command grab that restarts pressure.
  • Thrives in the Corner: Damage and meter build are enhanced at the corner, and contribute to relatively easy TOD routes.
  • Reversal: Rising Vortex is an omnidirectional DP that is also a combo starter.
  • Major Corner Carry: The nature of his combo structure chases the opponent into the corner relatively easily.
  • Super Move Versatility: Has a wide variety of Supers that enable DHC synergy, and possesses meterburn options for God Punisher and Meteor Explosion.
  • Terrible Buttons: Very high startup and recovery on normals and specials result in Gogeta having absolutely atrocious frame-data; almost every move down to his standard jabs are a commitment and a risk.
  • Weak Low Mix-up: 2L is as slow as a typical 2M, but with the damage scaling of a light starter.
  • Poor Mid-screen Okizeme: 236LLL won't let him combo into his supers, unless he chooses to forgo it instead for 2H and sacrifice his corner carry.
  • Long-duration Normals: Lengthy normals make it easier to reach the hitstun decay limit faster.
  • Bad Blockstring Pressure: Needs assists to make pressure truly meaningful, and to also enable better mix-ups.



Normal Moves

5L
5L
DBFZ Gogeta 5L.png
DBFZ Gogeta 5LL.png
DBFZ Gogeta 5LLL.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5L 400*2 All - 6 - - -5 -
  • Fastest and safest normal.
5LL 700 All - 11 - - -10 -
  • Launches on ground hit.
  • Has enough hitstun to combo into j.DR, 6M or j.H.
5LLL 1000 High U3+ 26 - - - -
  • Sides switches on hit or block, pulls the opponent out of corner.
  • Stays airborne afterward, recovers midway through.
  • 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.

While it is a grounded overhead option, it is easily reactable. Though it can turn into a mix-up if you cover the large gap between 5LL and 5LLL, and can even go for an IAD mixup afterwards, there is little to no need to go into 5LLL overhead when 6M is much safer and the damaging scaling is better, other than rarely knowledge-checking opponents.

5M
5M
DBFZ Gogeta 5M.png
I kicked me height
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 All - 14 - - -8 -
  • High vertial reach.
  • Moves Gogeta forward moderately.

Can be safe if blocked high enough in the air.

Good button, though outshined by 2M in neutral. Because it hits pretty high up, it can meaty the opponent's up tech well, and can generously catch them trying to chicken block out of your pressure. Can go into a very tight (though still not gapless) 6M or 2M for a good mix-up if air blocked.

5H
5H
DBFZ Gogeta 5H.png
nudge nudge
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 / 400,600 All U1 13-18 - - -13 -
  • At long range, Gogeta will teleport closer.
  • Very small invulnerability gap during the move.

One of Gogeta's best starters and buttons. It is good for catching opponent's counter buttons after their reflect, and likewise, is also good as a counter action after a successful reflect, all due to it's variable range. Will lead into incredible corner carry and unusually high damage if it is canceled into command grab into Vanish.

5S
5S
DBFZ Gogeta 5S.png
ORIGINAL MOVE ATTACK
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
900 All - 20 - - -24 -
  • Beam property.
  • Small wall bounce.

Not the best projectile, lacking swiftness and fast recovery, but the benefit of having a kamehameha as a normal is being able to vanish cancel the start-up. No 0.5 bar conversions when hit full-screen, will have to spend the full bar for knockdown. However, if it is blocked mid-screen, can set-up for a fast overhead (236L > H) or a command grab. At the very least, always cancel into 236S to cover up the heavy recovery.

2L
2L
DBFZ Gogeta 2L.png
The inferior Gordeau Slide.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500 Low - 11 - - -8 -
  • Slides forward.
  • Launches on hit like a 2M.

Catches backdash after a blocked Vanish, while 2M doesn't.

Gogeta's low game is quite gimped compared to other low 2L users, who benefit from the strong empty jump low mix-up.

2M
2M
DBFZ Gogeta 2M.png
Goin' down the water slide!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
700 Low - 15 - - -13 -
  • Very long range.

One of the best 2Ms in the game, due to the sheer amount of space it covers. The inverse of 5M, will generously catch opponents trying to backdash out of your pressure. Because it's startup is a little slower than other 2M's in the game, Gogeta can better utilize the 6M/2M mix-up than most characters.

2H
2H
DBFZ Gogeta 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 All U1+ 15 - - - -
  • Recovers on his way down.

Very healthy big boy anti-air that goes up pretty high. Because of it's mid-air recovery, can be tagged with an assist for a deceptive cross-up mix.

2S
2S
DBFZ Gogeta 2S.png
First time in this game galick gun is not a super
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
900 All - 26 - - - -
  • Beam property.
  • Causes a big ground bounce.

2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed.

6M
6M
DBFZ Gogeta 6M.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 High - 24 6 10 0 -
  • Universal overhead.

5LL > 6M can link into another 5L in the corner, thanks to the hitstun of 5LL. Leads into one of his stronger non-2M/2L starter damage routes.

j.L
j.L
DBFZ Gogeta jL.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400 High - 6 - - - -
  • Fast aerial hitting downward.

Both j.L and j.M are good for fuzzy thanks to their low angles.

j.M
j.M
DBFZ Gogeta jM.png
Thanks for the move, Piccolo.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
400*3 High - 10 - - - -
  • Triple overheads.
  • Can cancel on any hit.

More reliable than j.L for shorting out Super Dash, but harder to convert. Won't be as strong compared to what Piccolo j.M can do, thanks to a lacking 2L and j.H, but can still be done.

j.H
j.H
DBFZ Gogeta jH.png
Thanks for the move, Vegeta.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5LLLLLLL 850 All D2+ 17 - - - -
j.H 850 All U1 17 - - - -
  • Kicks half screen forward.
  • Big wall bounce on Smash hit.

5LL > j.H will lead into Gogeta's stronger 2L starter combos.

On the occasion that Gogeta is in the sweet spot where both 214M or 214H won't lead into a corner combo, j.H must be the extension.

j.S
j.S
DBFZ Gogeta jS.png
Thanks for the move, Goku.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
900 All - 20 - - - -
  • Beam property.
  • Small wall bounce.

Covers a higher part of the screen which the majority of assists won't reach, so can be used for screen domination, or a safer option to stop Super Dash with. Should be used very carefully.

j.2H
j.2H
DBFZ Gogeta j2H.png
f o o t d i v e
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
850 High D1 18 - - - -
  • Smash on air-to-air.
  • Causes a sliding knockdown on Smash hit.
  • When opponent is grounded, is negative on hit and will not have Smash property.

Has much better oki compared to j.236L > L > L, and leaves the opponent much closer, but is inferior to j.236L > M > M in the corner. When going for the DHC mid-screen, j.2H is needed to connect Gogeta's supers.

Could be used to control space as well, with a neutral assist. However, this angle is much more steep compared to Goku Black and SSGSS Goku's divekicks, and won't lead to any combo beyond this move alone.

j.2S
j.2S
DBFZ Gogeta j2S.png
Also it's blue for some reason
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
900 All - 22 - - - -
  • Beam property.
  • Causes a big ground bounce.
  • Adds 10f landing recovery.

j.2S > SD is a common combination in Gogeta's combos, particularly at the corner.

Special Moves

Soul Strike
Soul Strike
236L/M/H (Air OK)
DBFZ Gogeta SoulStrike.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Followups come out even on whiff.
  • 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 650 All - 12 - - -8 -
Air L 650 All - 12 - - - -
  • Strikes half screen forward.
Ground M 700 All - 17 - - -8 -
Air M 700 All - 17 - - - -
  • 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 750*2,900 / 750*2,900,400 All*2, High D1, U1 13 - - -5 -
Air H 750*2,900 / 750*2,900,400 All*2, High D1, U1 13 - - - -
  • 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.

Soul Strike Follow-up 1
Soul Strike Follow-up 1
Soul Strike L/M > L/M
DBFZ Gogeta SoulStrikeFollowup1.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
L 650 All - 10 - - - -
  • Ground version recovers on the ground.
M 700 All - 16 - - - -
  • Recovers in the air.
  • Leaves a gap from any 236X or j.236X.

Soul Strike Follow-up 2
Soul Strike Follow-up 2
Soul Strike Follow-up 1 > L/M/H or Soul Strike L/M > H
DBFZ Gogeta SoulStrikeFollowup2.png
DUNK 'EM
DBFZ Gogeta RisingVortex3.png
H Automatic Follow Up
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • Auto-corrects.
  • Range: L > M > H
L 850 High D1 15 - - -5 -
  • Causes a short sliding knockdown on Smash hit.
M 900 High D1 17 - - -5 -
  • Causes a ground bounce, Smash hit adds sliding knockdown.
  • Hits below Gogeta.
  • Leaves a gap from any 236X~X or j.236X~X
H 900 / 900,400 High D1, U1 12 - - -5 -
  • 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.

Rising Vortex
Rising Vortex
214L/M/H (Air OK)
DBFZ Gogeta RisingVortex.png
L/M/Air H
DBFZ Gogeta RisingVortex2.png
Ground H
DBFZ Gogeta RisingVortex3.png
spin2win
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
  • On hit, 236M/H and j.236M/H do an extra kick at the end.
  • Smash on that last hit.
Ground L 150*3, 600 All - 9 - - - -
Air L 150*3, 600 All - 9 - - - -
  • Frame 1 Anti-Air.
Ground M 150*5 / 150*5,1000 All U1+ 16 - - - -
Air M 150*5 / 150*5,1000 All U1+ 12 - - - -
  • Frame 1 full invul.
  • Goes slightly further than L versions.
  • Smash hit wall bounces, can link into j.H even midscreen.

Midscreen can also link into airdash j.236L.

Ground H 1000 / 550,1000 All U1+ 9 - - -22 -
Air H 150*7 / 150*7,1000 All U1+ 9 - - - -
  • Frame 1 full invul.
  • Ground version does a gut punch, air version is a faster j.214M
  • Both versions switch sides, causes a big wall bounce on Smash hit.

Multiplex Afterimage
Multiplex Afterimage
236S (Air OK)
DBFZ Gogeta MultiplexAfterimage.png
we Naruto now
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Attack 262*5, 500 All*5, High D1 34 - - -5 -
Feint - - - - - Total 45 - -
  • Can only be done once in the air.
  • 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 GG4.png to use j.S clone, GG6.png 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.

Punisher Drive
Punisher Drive
214S
DBFZ Gogeta PunisherDrive.png
psh....nothin personnel kid....
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
180*5, 1188 Throw U1 25 - - - -
  • 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, 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.

Z Assists

Assist A
Super Dash Kick
Assist A
DBFZ Gogeta AssistjH.png
Base Goku assist on wheels
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
800 All - 35 - - +29 -
  • 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.

Assist B
Rising Vortex
Assist B
DBFZ Gogeta RisingVortex.png
Reverse Rolling Crush
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - 26 - - 19-26 -
  • 19-26 frames of blockstun, depending on how far you are to the opponent when the assist is called/how close the assist is to the opponent. (pls change to 26, mods)?
  • Big, lenient, and omnidirectional pinwheel allows versatility for combos.
  • Low blockstun, which comes with the benefits and drawbacks of having it.

Really handy for covering tech options after a sliding knockdown with its ascending hitbox, allowing pressure to continue.

Assist C
Galick Gun
Assist C
DBFZ Gogeta 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
- - - 60 - - 31 -

Gogeta teleports to the opponent and 2S's them in the face.

Super Moves

God Punisher
God Punisher
236L+M
DBFZ Gogeta GodPunisher.png
A W K W A R D S T A N C E
DBFZ Gogeta GodPunisher2.png
DBFZ Gogeta StardustBreaker.png
Check out this cool orb i can make
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
God Punisher 2018 All UDV 10+4 - - -24 -
Stardust Breaker
Hold L/M/H/S on hit
1214 - UDV - - - - -
  • Minimum Damage: 821 (425 additional damage for the 1 bar follow up)
  • Leaves Gogeta almost full screen away from the opponent after it connects, giving him no oki.
  • Unscaled God Punisher damage is the year his movie came out.

Stardust Fall
Stardust Fall
j.236L+M
DBFZ Gogeta StardustFall.png
DBFZ Gogeta StardustFall2.png
Makin' it rain
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2380 All UDV 9+4 - - - -
  • Causes sliding knockdown, though he doesn't get any oki from it.
  • Good for DHCs as it puts the opponent from the air to the ground.
  • Minimum Damage: 750

Decent air ender for when you don't have SKD available.

Big Bang Kamehameha
Big Bang Kamehameha
236H+S (Air OK)
DBFZ Gogeta BigBangKamehameha.png
Big Bang....
DBFZ Gogeta BigBangKamehameha2.png
Kamehameha!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Ground 285*9, 307 All UDV 10+4 - - -33 -
Air 285*9, 307 All UDV 10+4 - - - -
  • This is his DHC.
  • 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
DBFZ Gogeta MeteorExplosion.png
S T A N C E
DBFZ Gogeta MeteorExplosion2.png
You'd think an orbital strike-equivalent attack would have been enough to defeat Broly.
DBFZ Gogeta UltimateKamehameha.png
original big beam
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. SmashShows which type of cinematic this attack triggers. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
Meteor Explosion 4354 All UDV 10+3 - - -29 -
Ultimate Kamehameha
Hold L/M/H/S on hit
2000 - UDV - - - - -
  • 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.

Navigation


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System Explanations

HUDControlsFrame Data & System DataPatch Notes


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