DBFZ/SSB Gogeta: Difference between revisions

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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 neutral with huge buttons and beam normals, along with [[DBFZ/SSB_Gogeta#Multiplex Afterimage|Multiplex Afterimage]] teleporting to the opponent on hit.
* '''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, meter build, and corner-carry. All contribute to his relatively easy TOD routes.
* '''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.
* Ignores defensive options such as backdash and reflect using [[DBFZ/SSB_Gogeta#2M|2M]] and [[DBFZ/SSB_Gogeta#5H|5H]].
* '''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 omnidirectional reversal that is also a combo starter. Can also grant meterless snapbacks at the corner with the medium and heavy versions.  
* '''Reversal''': [[DBFZ/SSB_Gogeta#Rising Vortex|Rising Vortex]] is an omnidirectional DP that is also a combo starter.
* [[DBFZ/SSB_Gogeta#Punisher Drive|Punisher Drive]] is a fullscreen command grab that leaves the opponent standing +5 to Gogeta on hit (Standing Reset), vanish or supers can be used to convert into more damage.
* '''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 level 1 and 3.
* '''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 =Go
| 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.
* '''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, but with the damage scaling of a L starter.
* '''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 mid-screen 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.
* The duration of his long normals make it easier to reach the hitstun decay limit faster, compared to other characters.
* '''Long-duration Normals''': Lengthy normals make it easier to reach the hitstun decay limit faster.
* Few true blockstring options, and coupled with Season 2 changes, needs assists to make pressure meaningful and enable better mixups.
* '''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 6M.
* 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 this mix-up when 6M is much safer and the damaging scaling is better, other than rarely knowledge-checking opponents.


}}
}}
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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)
DBFZ SSB Gogeta Portrait.png
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
DBFZ Gogeta 5L.png
DBFZ Gogeta 5LL.png
DBFZ Gogeta 5LLL.png
Template:AttackDataHeader-DBFZ
5L
  • Fastest and safest normal.
5LL
  • Launches on ground hit.
  • Has enough hitstun to combo into j.DR, 6M or j.H.
5LLL
  • 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
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  • 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
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  • 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
Template:AttackDataHeader-DBFZ
  • 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.
Template:AttackDataHeader-DBFZ
  • 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!
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  • 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
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  • 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
Template:AttackDataHeader-DBFZ
  • 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 Template:AttackDataHeader-DBFZ
  • 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
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  • 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.
Template:AttackDataHeader-DBFZ
  • 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.
Template:AttackDataHeader-DBFZ
5LLLLLLL
j.H
  • 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.
Template:AttackDataHeader-DBFZ
  • 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
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  • 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
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
Air L
  • Strikes half screen forward.
Ground M
Air M
  • 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
Air H
  • 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
Template:AttackDataHeader-DBFZ
L
  • Ground version recovers on the ground.
M
  • 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
Template:AttackDataHeader-DBFZ
  • Auto-corrects.
  • Range: L > M > H
L
  • Causes a short sliding knockdown on Smash hit.
M
  • Causes a ground bounce, Smash hit adds sliding knockdown.
  • Hits below Gogeta.
  • Leaves a gap from any 236X~X or j.236X~X
H
  • 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
Template:AttackDataHeader-DBFZ
  • On hit, 236M/H and j.236M/H do an extra kick at the end.
  • Smash on that last hit.
Ground L
Air L
  • Frame 1 Anti-Air.
Ground M
Air M
  • 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
Air H
  • 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
Template:AttackDataHeader-DBFZ
Attack
Feint
  • 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 Template:4 to use j.S clone, Template:6 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....
Template:AttackDataHeader-DBFZ
  • 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 Base Goku assist on wheels
Template:AttackDataHeader-DBFZ
  • 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
Template:AttackDataHeader-DBFZ
  • 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
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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
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God Punisher
Stardust Breaker
Hold L/M/H/S on hit
  • 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
Makin' it rain
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  • 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.... Kamehameha!
Template:AttackDataHeader-DBFZ
Ground
Air
  • 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
Template:AttackDataHeader-DBFZ
Meteor Explosion
Ultimate Kamehameha
Hold L/M/H/S on hit
  • 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

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.

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