< DBFZ
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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 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 | * '''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# | * '''Major Corner Carry''': The nature of his combo structure chases the opponent into the corner relatively easily. | ||
* Has a wide variety of Supers that enable DHC synergy, and possesses meterburn options for | * '''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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* 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 | 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. | ||
to go into | |||
}} | }} | ||
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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, will not have Smash property. | * 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. | 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. |
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) |
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Soul Strike Follow-up 1
Soul Strike Follow-up 1 Soul Strike L/M > L/M |
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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 |
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Z Assists
Assist A
Super Dash Kick Assist A |
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Assist B
Rising Vortex Assist B |
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Assist C
Galick Gun Assist C |
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Super Moves
God Punisher
God Punisher 236L+M |
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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.