< DBFZ
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===Playstyle=== | ===Playstyle=== | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|DBFZ|SSB Gogeta}} is a | | 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 | * '''Bypasses Neutral''': Huge buttons plus beam normals disregard neutral, along with [[DBFZ/SSB_Gogeta#Multiplex Afterimage|Multiplex Afterimage]] teleporting to the opponent on hit. | ||
* | * '''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. | ||
* '''Thrives in the Corner''': Damage and meter build are enhanced at the corner, and contribute to relatively easy TOD routes. | |||
* | * '''Reversal''': [[DBFZ/SSB_Gogeta#Rising Vortex|Rising Vortex]] is an omnidirectional DP that is also a combo starter. | ||
* [[DBFZ/SSB_Gogeta#Rising Vortex|Rising Vortex]] is an omnidirectional | * '''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 [[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 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 | * '''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. | ||
* | * '''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. | ||
* | * '''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. | ||
}} | }} | ||
{{#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 | * 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. | |||
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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. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* At long range, Gogeta will teleport closer. | * 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. | |||
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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. | |||
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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. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* Very long range. | * Very long range. | ||
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. 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. | ||
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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. | |||
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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. | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Universal overhead. | * Universal overhead. | ||
5LL > 6M can link into another 5L in the corner. | 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. | ||
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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. | |||
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{{Description|8|text= | {{Description|8|text= | ||
* Triple overheads. | * Triple overheads. | ||
j. | * 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. | |||
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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. | |||
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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. | |||
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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. | ||
* | * 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. | |||
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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. | |||
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Revision as of 03:03, 2 June 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 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 | 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
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