< DBFZ
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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=SSB Gogeta|discord=https://discord.gg/NXV9qdS}} | {{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=SSB Gogeta|discord=https://discord.gg/NXV9qdS}} | ||
======<span style="visibility:hidden;font-size:0">overview</span>====== | |||
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|header=Overview | |||
|content=Gogeta has a really good j.M and really easy yet powerful corner combos. He also has a lot of supers. | |||
< | |||
{{ | |||
< | |||
{{Bio | {{Bio | ||
| name = SSB Gogeta | | name = SSB Gogeta | ||
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| lore = The product of the Metamoran fusion technique from Goku and Vegeta, Gogeta 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''. | | lore = The product of the Metamoran fusion technique from Goku and Vegeta, Gogeta 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''. | ||
}} | }} | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| 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 massive toolkit to quickly chase the opponent into the corner. | ||
| pros = | | pros = | ||
* '''Bypasses Neutral:''' Huge | * '''Bypasses Neutral:''' Huge grounded normals disregard neutral and defensive options, and j.M is one of the best air normals in the game. | ||
* '''Corner''': The nature of his combo structure chases the opponent into the corner relatively easily. Everything is enhanced in the corner. | |||
* ''' | * '''Multiplex Mix-up:''' [[DBFZ/SSB_Gogeta#Multiplex Afterimage|Multiplex Afterimage]] with a high blockstun assist can set-up very good mix-ups. | ||
* '''Super Move Versatility''': Has a wide variety of Supers that enable Z change synergy and meterburn options. | |||
* ''' | |||
* '''Super Move Versatility''': Has a wide variety of Supers that enable Z change synergy and meterburn options | |||
| cons = | | cons = | ||
* ''' | * '''Disadvantaged Frame Data:''' Every move besides [[DBFZ/SSB_Gogeta#5L|5L]] is a risky commitment. High start-up and recovery along with being unsafe on block hinders him substantially. | ||
* '''High/Low:''' [[DBFZ/SSB_Gogeta#2L|2L]] has very high | * '''High/Low:''' [[DBFZ/SSB_Gogeta#2L|2L]] has very high start-up and scales like a light, and becomes high-risk but low-reward as a result. | ||
* ''' | * '''Mid-screen Okizeme''': [[DBFZ/SSB_Gogeta#Soul Strike|236LLL]] won't let him combo into grounded supers unless he chooses to forgo it instead for 2H, sacrificing corner carry and some damage. | ||
* ''' | * '''Blockstrings''': Needs assists to enable any meaningful pressure and mix-ups. | ||
}} | |||
}} | }} | ||
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| fullname=SSB Gogeta | |||
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==Normal Moves== | ==Normal Moves== | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Gogeta's fastest and only safe grounded normal. | * Gogeta's fastest and only safe grounded normal. | ||
* Can only cancel from the 2nd hit. | |||
If the first hit is reflected, Gogeta will be vulnerable to any quick punish as he is forced to suffer the active frames of the 2nd hit. | |||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* High | * High vertical reach. | ||
* Moves Gogeta forward moderately. | * Moves Gogeta forward moderately. | ||
Can be safe if blocked high enough in the air. | Can be safe if blocked high enough in the air. | ||
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* Very long range. | * 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 | 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 start-up is a little slower than other 2M's in the game, Gogeta can better utilize the 6M/2M mix-up than most characters and also potentially frametrap with this, as the animation spaces out of reach of most button challenges. | ||
}} | }} | ||
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{{Description|8|text= | {{Description|8|text= | ||
* Fast aerial hitting downward. | * Fast aerial hitting downward. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Triple overheads. | * Triple overheads. | ||
* Can cancel on any hit. | * Can cancel on any hit. | ||
* Gogeta's go-to air button for safejump set-ups. | |||
More reliable than j.L for | More reliable than j.L for stuffing Superdash, and being a triple overhead makes it overall Gogeta's best air button. | ||
}} | }} | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Each hit automatically does its next followup on hit, block, or reflect. | * 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 | * 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. | |||
The last hit can also be cancelled instead for a grounded Super. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Recovers in the air. | * Recovers in the air. | ||
* Leaves a gap from any 236X or j.236X. | * Leaves a gap from any 236X or j.236X. | ||
Since it recovers in the air, you can airdash after to go into high/low mix-ups | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{Description|9|text= | {{Description|9|text= | ||
* Causes a ground bounce, Smash hit adds sliding knockdown. | * 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 | * After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit. | ||
* The last hit can also be cancelled instead for a grounded Super. | |||
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. | ||
}} | }} | ||
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{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | |||
* Can only be done once in the air. | |||
* Fully invulnerable from frame 6-10 while Gogeta is invisible. | |||
* Hold {{Ni|4}} to use j.S clone, {{Ni|6}} to use j.2S clone. | |||
* During startup, the bottom clone is always the real one. Hitting fake ones will cause them to disappear. | |||
}} | |||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{#lst:{{PAGENAME}}/Data|236S}} | {{#lst:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | |||
* Does a tracking j.2H on block or hit, causes a ground bounce. Smash even on grounded hit and adds sliding knockdown. | |||
* 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. | |||
}} | |||
{{AttackVersion|name=Feint}} | {{AttackVersion|name=Feint}} | ||
{{#lst:{{PAGENAME}}/Data|236[S]}} | {{#lst:{{PAGENAME}}/Data|236[S]}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
* | * Hold S to feint, can also choose which clone to warp to. | ||
* Performing this at jump height will still give the ground version, so the feint into the 5S clone counts as landing, regaining your air options. | |||
* Can super jump install into an airborne clone, retains super jump's momentum control. | |||
Very potent mix-up tool with a high blockstun assist. | |||
'''j.2S Clone''' sets up for a high/low 50/50 and cross-up j.L/M. | |||
* Performing this at jump height will still give the ground version, so | '''5S Clone''' sets up for lows and command grab/DR. | ||
Can super jump install into an airborne clone, retains super jump's momentum control. | |||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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* Minimum Damage: 821 (425 additional damage for the 1 bar follow up) | * 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. | * Leaves Gogeta almost full screen away from the opponent after it connects, giving him no oki. | ||
}} | }} | ||
}}<nowiki/> | }}<nowiki/> | ||
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{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
Revision as of 06:29, 11 August 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Disclaimer This section is still being written. It may be wildly inaccurate or missing significant data. Please feel free to make edits, but include edit summaries and sources where applicable. |
Overview
Gogeta has a really good j.M and really easy yet powerful corner combos. He also has a lot of supers.
"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 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 |
SSB Gogeta SSB Gogeta is a high-risk, high-reward character who uses his massive toolkit to quickly chase the opponent into the corner.
Pros
Cons
- Bypasses Neutral: Huge grounded normals disregard neutral and defensive options, and j.M is one of the best air normals in the game.
- Corner: The nature of his combo structure chases the opponent into the corner relatively easily. Everything is enhanced in the corner.
- Multiplex Mix-up: Multiplex Afterimage with a high blockstun assist can set-up very good mix-ups.
- Super Move Versatility: Has a wide variety of Supers that enable Z change synergy and meterburn options.
- Disadvantaged Frame Data: Every move besides 5L is a risky commitment. High start-up and recovery along with being unsafe on block hinders him substantially.
- High/Low: 2L has very high start-up and scales like a light, and becomes high-risk but low-reward as a result.
- Mid-screen Okizeme: 236LLL won't let him combo into grounded supers unless he chooses to forgo it instead for 2H, sacrificing corner carry and some damage.
- Blockstrings: Needs assists to enable any meaningful pressure and 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
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.