< DBFZ
(→Playstyle: i feel like im bad at making pros/cons so any feedback would be nice.) |
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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''' | * '''Bypasses Neutral:''' Huge ground normals and beam normals disregard neutral, along with [[DBFZ/SSB_Gogeta#Multiplex Afterimage|Multiplex Afterimage]] being a very strong way to bully the opponent into blocking. | ||
* '''Ignores Defensive Options''' | * '''Ignores Defensive Options:''' [[DBFZ/SSB_Gogeta#2M|2M]] and [[DBFZ/SSB_Gogeta#5H|5H]] stuff backdash and reflect. | ||
* ''' | * '''Fullscreen Command Grab:''' [[DBFZ/SSB_Gogeta#Punisher_Drive|Punisher Drive]] gives the opponent more to look for in blockstrings and has short recovery making it hard to punish. | ||
* '''Reversal''' | * '''Excellent Corner Pressure:''' Pressure, damage and meter gain are enhanced two fold when he corners the opponent. | ||
* '''Major Corner Carry''' | * '''Above Average Reversal:''' [[DBFZ/SSB_Gogeta#Rising Vortex|Rising Vortex]] is an omnidirectional DP that converts into a meterless combo. | ||
* '''Super Move Versatility''': Has a wide variety of Supers that enable | * '''Major Corner Carry:''' Amazing corner carry due to his [[DBFZ/SSB_Gogeta#j.H|j.H]] smashing fowards on top of having multiple sideswitch options. | ||
* '''Super Move Versatility''': Has a wide variety of Supers that enable Z change synergy and meterburn options for [[DBFZ/SSB_Gogeta#God Punisher|God Punisher]] and [[DBFZ/SSB_Gogeta#Meteor Explosion|Meteor Explosion]]. | |||
| cons = | | cons = | ||
* ''' | * '''High commitment:''' Very high startup and recovery on ground normals and specials. Almost every move outside of [[DBFZ/SSB_Gogeta#j.L|j.L]] is high commitment and risky. | ||
* '''Weak Low Mix-up''' | * '''Weak High/Low Mix-up:''' [[DBFZ/SSB_Gogeta#2L|2L]] has 11 frame startup and scales like a light, making the reward on hit very low. | ||
* ''' | * '''Limited Midscreen Options:''' [[DBFZ/SSB_Gogeta#Soul_Strike|j.236LLL]] gives very weak midscreen okizeme meaning Gogeta will have to sacrifice damage to get a good knockdown with [[DBFZ/SSB_Gogeta#j.2H|j.2H]] or j.DR | ||
* ''' | * '''Greedy:''' Pressure is only truly threatening when he has corner, assist available and meter making his game-plan hard to apply. | ||
* '''Bad | * '''Bad Frame Data:''' All ground normals apart from [[DBFZ/SSB_Gogeta#5L|5L]] are unsafe on block making him weak against DP reversals. | ||
}} | }} | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#lst:{{PAGENAME}}/Data|Links}} |
Revision as of 07:45, 15 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 ground normals and beam normals disregard neutral, along with Multiplex Afterimage being a very strong way to bully the opponent into blocking.
- Ignores Defensive Options: 2M and 5H stuff backdash and reflect.
- Fullscreen Command Grab: Punisher Drive gives the opponent more to look for in blockstrings and has short recovery making it hard to punish.
- Excellent Corner Pressure: Pressure, damage and meter gain are enhanced two fold when he corners the opponent.
- Above Average Reversal: Rising Vortex is an omnidirectional DP that converts into a meterless combo.
- Major Corner Carry: Amazing corner carry due to his j.H smashing fowards on top of having multiple sideswitch options.
- Super Move Versatility: Has a wide variety of Supers that enable Z change synergy and meterburn options for God Punisher and Meteor Explosion.
- High commitment: Very high startup and recovery on ground normals and specials. Almost every move outside of j.L is high commitment and risky.
- Weak High/Low Mix-up: 2L has 11 frame startup and scales like a light, making the reward on hit very low.
- Limited Midscreen Options: j.236LLL gives very weak midscreen okizeme meaning Gogeta will have to sacrifice damage to get a good knockdown with j.2H or j.DR
- Greedy: Pressure is only truly threatening when he has corner, assist available and meter making his game-plan hard to apply.
- Bad Frame Data: All ground normals apart from 5L are unsafe on block making him weak against DP reversals.
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 |
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 |
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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 |
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.