DBFZ/SSB Gogeta

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Overview
Overview

Gogeta at first glance has everything a character could possibly need to succeed. An easy to pick up character with dominant air normals, supers for every situation, rekka, an air-ok DP that covers his entire body, a low 2L, beams, a fullscreen command grab... it might be easier to list things Gogeta doesn't have. Of course, it's never that easy. While he has every tool in the box, they are cursed with high recovery, making all of them extremely committal and easy to punish. This epitomizes Gogeta as high risk, high reward. Gogeta's tools can lead to a relentless chase against a helpless opponent when used properly, but a single bad call can spell immediate death for the ultimate fusion.

"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 neutral-dominant character who uses his massive toolkit to quickly chase the opponent into the corner and blows them up with explosive punishes.

Pros
Cons
  • Multiple Mix-up Options: While all reactable, Gogeta has a plethora of mix-up options: high/low, left/right, fast overheads, and a command grab.
  • Combos: Gogeta's combo are incredibly versatile, with great corner carry, very high damage, and enables some of the easiest and most consistent TODsTouch of DeathA combo that can KO a character from full health. in the entire game.
  • Beam Normals:: Being normals, Gogeta's beams can be vanished on whiff, cancelled on block and used in combos.
  • Anti Reflect: Gogeta has a lot of tools that close the gap and has a plethora of tools to dissuade people from reflecting.
  • Cool: Very cool.
  • Extremely minus: Gogeta can get punished for doing almost anything. In neutral his tools are incredibly minus on whiff, in pressure you can guard cancel any normal besides 5L on reaction and be completely safe.
  • Slow 2L:: 2L is as slow as a medium, yet still scales like a light.
  • Low Reward Mixups:: Low reward off of his unique mix-up options, requiring resources to convert off of them.
  • Beam Normals:: Gogeta's beam normals retain all of the detractions a standard beam possesses, being slow and having high recovery on whiff.
  • Suicidal Moves: Some of Gogeta's moves carry so much risk that you're better off never using them outside of combos, hurting Gogeta's neutral.


SSB Gogeta
DBFZ SSB Gogeta Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

  • 5L is Gogeta's fastest normal.
  • Can cancel from the 1st hit, except dragon rush.

On whiff, Gogeta is forced to suffer through the second jab. Fortunately the second hit will always connect on a reflect, giving you extra time to react with 2M.


  • 5LL launches on ground hit.
  • Has enough hitstun to combo into j.DR, 6M or j.H.

Decent upwards hitbox, but rather unremarkable and not good for mashing due to 5L's long active frames. Very unsafe on block.


  • 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

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  • High vertical 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

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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

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  • Beam property.
  • Small wall bounce.

Not the best projectile, lacking swiftness and fast recovery, but the benefit of having a beam as a normal is being able to cancel it into specials or into vanish even on whiff. 236H goes hand in hand with this normal thanks to it both being a truestring and combo anywhere on the screen after 5S connects, letting Gogeta use this to get in very quickly.

In pressure this normal frametraps from any normal, but is obviously impossible to stagger with thanks to the very high recovery. Truestrings into Superdash in the corner, letting you go for the classic superdash mixup or other options.

2L

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  • Slides forward.
  • Launches on hit like a 2M.
  • Can be made 0 on block when spaced properly.

Catches backdash after a blocked Vanish.

Gogeta's low game is very gimped compared to other low 2L users, who benefit from the strong empty jump low mix-up.


2M

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  • Very long range, easily covers 2/3s of the screen.
  • Catches backdash after blocked vanish as of patch 1.25

One of the best 2Ms in the game, due to the sheer amount of space it covers in a very short amount of time. Since it's only one frame slower than 2L, it's better for catching backdashes along with reaping better rewards. You're usually better off trying to poke with this.

2H

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  • Recovers on his way down.
  • Useful for corner mixups

A good anti-air on its own, but can be used for deceptive cross-up mixes midscreen. In the corner, any assist with at least 37 frames of blockstun can be used to create a simple, but true 50/50 that cannot be guard cancelled thanks to Gogeta's air DP. Just IAD j.M or empty 2L for a same frame mixup.

2S

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  • Beam property.
  • Causes a ground bounce, links into superdash only in the corner.
  • Adds ten frames of landing recovery, not good for mixups or pressure.

2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed. Don't bother using this for mixups due to the gap, Gogeta has much better tools.

Extremely high recovery and no reward on hit, using this move at all outside of a combo is asking to be killed. If you miss, you can maybe play a game of superdash RPS to try and save your life, however you are ultimately still -75 and have 10f of landing recovery waiting for you, all for a high start-up move that your 2M would have covered any way. NEVER USE THIS OUTSIDE OF COMBOS.

6M

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  • 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

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  • Fast aerial hitting downward.

Absolutely superb air normal. Can still be used for fuzzy-guard setups post-S3, gives safejumps, jabs out Superdash. Don't forget you have this.

j.M

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  • Triple overheads.
  • Can cancel on any hit.
  • Gogeta's go-to air button for safejump set-ups.

Probably Gogeta's best air normal, among one of the best air normals in the game at that. It can shut down many approaches due to how active and large it is. j.L is still generally better for jabbing out Superdash.

Very annoying to block on IADs since any delay will make only two kicks come out instead of three, letting you go low and potentially catch opponents off guard.

j.H

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5LLLLLLL
j.H

  • Kicks 70% of the 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.

Although this move has lots of range and converts into combos, it carries high risk in neutral thanks to its very hefty recovery. Doesn't help that Gogeta is frozen in place during its last active frames, making him a sitting duck. Use wisely.

j.S

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  • 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.

Much like 5S, works extremely well with 236H/j.236H.

j.2H

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  • Smash on air-to-air, causes a sliding knockdown on Smash hit.
  • When opponent is grounded, is -2 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.

Very steep angle and virtually no reward on hit make this move more or less a gimmick. Although it's an overhead, it's -2 on hit and gives no combos at all, attempting to vanish will leave you -11. Gogeta's j.M is the better choice outside of very niche scenarios, and in combos Gogeta usually has enough corner carry to give him j.236L > M > M any way rendering this button only really good for assist conversions. Avoid this normal.

j.2S

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  • 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.

Unlike 2S you have more options on where to position the beam, which you'd think would make it better, but it still has too much startup, the angle is still too steep and there's too much risk for extremely little reward. If you're trying to snipe the opponent, j.S is better in every situation. And unlike the grounded 2S, Gogeta doesn't have very good cancel options to save his skin should this be blocked. AVOID THIS OUTSIDE OF COMBOS.

Special Moves

Soul Strike

236L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • 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

236L
  • Strikes half screen forward.

Your safest bet. Most opponents will expect you to truestring into the rest of the L chain, making staggering with this not as scary as the framedata would lead you to believe.


236M
  • Can cancel into H followup during startup.

Reels back before the attack. Performing this with his back against the wall gives significantly better range than midscreen.


236H
  • Each hit of 236H 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.
  • The last hit can also be cancelled instead for a grounded Super.

236H should be treated more as a lariat than a rekka since the followups come out for you. It gives good reward on hit with the proper combos, but consumes both smashes. There are setups to help mitigate the lack of a slide knockdown without needing to use an assist, but none are perfect.

Soul Strike Follow-up 1

Soul Strike L/M > L/M

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L
M

  • Ground 236L~L or 236M~L are true strings but recovers on the ground.

  • M followup always recovers in the air but leap a gap from 236L/M and their air versions.

Since it recovers in the air, you can airdash after to go into high/low mix-ups with late airdash j.M or land 2L.

Soul Strike Follow-up 2

Soul Strike Follow-up 1 > L/M/H or Soul Strike L/M > H

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L
M
H

  • Auto-corrects.
  • Range: L > M > H

L
  • Causes a short sliding knockdown on Smash hit.

Very poor oki. Doesn't allow for supers to be used midscreen. You'll only be ending in this on the most scaled combos.


M
  • Causes a ground bounce, Smash hit adds sliding knockdown.
  • Hits below Gogeta.
  • Leaves a gap from any 236X~X or j.236X~X

Doesn't scale as much as you'd be lead to believe, can be used for certain sparking routes. Otherwise you'll be using this at the end of your combo for oki or a final assist extension to squeeze out damage.


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.
  • 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.

The unfortunate side of the H followup is the expenditure of both smashes and swapping sides, making it difficult to get a sliding knockdown afterwards.

Rising Vortex

214L/M/H (Air OK)

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Ground L
Air L
Ground M
Air M
Ground H
Air H

  • Hitbox completely surrounds Gogeta.

214L
  • Frame 1 air invuln
  • The fastest option Gogeta has

Your typical light DP. Unscaled starter, so perfect for TODs, however what makes this particularly standout is the 360 hitbox letting you even use this to beat out fake vanishes without having to time anything, especially with that 9f startup.

Can also be used in clashes thanks to its speed, and is preferred over 214H thanks to its invincibility, multi-hits and TOD potential.


214M
  • Frame 1 full invul, true DP.
  • Goes slightly further than L versions.
  • Adds an extra kick at the end which uses Smash.
  • Smash hit wall bounces, can link into j.H even midscreen.

360 DP. Midscreen can also link into airdash j.236L.


214H
  • Frame 1 full invul, true DP.
  • 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.

The grounded version is a blessing and a curse. Somewhat stubby range, but gives combos while Gogeta's back is against the wall. The air version however is mostly a combo tool, since j.214L is just as fast while still having air invincibility.

Multiplex Afterimage

236S (Air OK)

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Attack
Feint

  • Can only be done once in the air.
  • Fully invulnerable from frame 6-10 while Gogeta is invisible.
  • Hold 4 to use j.S clone, 6 to use j.2S clone.
  • During startup, the bottom clone is always the real one. Hitting fake ones will cause them to disappear.

  • Normally 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.

  • 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.

5S Clone sets up for lows and command grab/DR.

Punisher Drive

214S

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  • 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 grabs.

This move is better off used as a neutral tool than a mixup tool. In pressure it's too telegraphed due to the bright glow and startup, along with giving very little reward. You can gimmick some people by cancelling the first hit of 5L into this, but it still rounds out to more risk on your end than reward. Against passive opponents who don't want to try to challenge Gogeta in the air however, this move really shines thanks to its short recovery. Fullscreen people are less likely to notice the startup, and if they do then it's already too late for them to punish it.

214S is also excellent for combos. 5H into 214S scales very little and is a classic TOD starter for Gogeta.

Z Assists

Assist A

Super Dash Kick

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  • 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 fantastic range too, reaching fullscreen, 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

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  • Blockstun is dependent on how far you are to the opponent when the assist is called, or how close the assist is to the opponent.
  • Big, lenient, and omnidirectional pinwheel allows versatility for combos.

Really handy for covering tech options (except for delay tech) after a sliding knockdown with its ascending hitbox, allowing pressure to continue.

Assist C

Galick Gun

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Gogeta teleports to the opponent and 2S's them in the face. It does track anywhere on the screen, and given that it's a beam, it can be easy to hit depending on the situation; however, its tracking is not the fastest, so you may need to run it through a couple scenarios to get the hang of using this assist.

Super Moves

God Punisher

236L+M

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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.

Stardust Fall

j.236L+M

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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

236H+S (Air OK)

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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

214L+M or 214H+S

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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.

External References

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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