< DBFZ | SSB Gogeta
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==Midscreen Combos== | ==Midscreen Combos== | ||
=== | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |||
! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| 2M > 5M > jc.LLL > SD > j.LL(3) > jc.LL(3)2H || 3820 || ? || All || || Basic BnB, j.2H ender gets good oki. | |||
|- | |||
| ... jc.LLL > j.236L~LL || 4111 || ? || All || || Alternate ender for damage, works anywhere j.LL(3)2H works. | |||
|- | |||
| 2M > 5M > jc.LLL > SD > j.LL(3) > jc.LLLS2S2H || 4210 || ? || All || || If midscreen carries to corner and has oki and higher damage. You want to learn this. | |||
DP into sliding knockdown, situational confirm. | |- | ||
| 2L > 5LL > jc.LLL > SD > j.LL(3) > jc.LL(3)2H || 3100 || ? || All || || Alternate combo from 2L. You can't get as many mediums in the combo because of how 2L launches, so this is as good as it gets. | |||
=== | |- | ||
| 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H || ? || ? || All || || 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H | |||
|- | |||
| 214M, airdash j.236L~LL || ? || ? || All || || DP into sliding knockdown, situational confirm. | |||
|- | |||
| 2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LL(3) > j.2H || ? || ? || All || || Has corner carry and similar damage to other lvl1 BnBs. j.2H ender can oki but does less damage. | |||
|- | |||
| 2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LLLS2S2H || ? || ? || All || || Taking advantage of corner carry. Has oki and higher damage. j.LLLS2S only works in the corner. | |||
|} | |||
===Notes=== | |||
==Corner Combos== | ==Corner Combos== | ||
=== | {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | ||
|- | |||
! Combo !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
Does rather low damage, but | |- | ||
| 2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM || ? || ? || All || || Does rather low damage, but easy to confirm. | |||
|- | |||
| 2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM || ? || ? || All || || Does rather low damage, but easy to confirm. | |||
|- | |||
| 2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM || ? || ? || All || || Corner rejump. Higher damage. | |||
|- | |||
| 5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM || ? || ? || All || || Corner rejump, more consistent than the first. | |||
|- | |||
| 2M > 5S > delay SD > j.H ▷ 5LL > 5M > jc.LLLS2S > SD > j.LL(3) > jc.LL(3) > j.236L~MM || ? || ? || All || || Harder but higher damage version of the 2M combo. | |||
|- | |||
| 5LL > 6M, delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM || ? || ? || All || || 6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter. | |||
|- | |||
| 5LL > jc.DR || ? || ? || All || || Solo snapback route #1. | |||
|- | |||
| 2M > 5M > jc.M(3) > jc.M(3) > j.214M, j.DR || ? || ? || All || || Solo snapback route #2. | |||
|} | |||
===Notes=== | |||
==Sparking== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
Corner | |- | ||
! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > jc.HS2S > jc.HS2S > j.236MMM || Corner || ? || ? || All || || Bread and butter sparking loop starter in the corner. Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios. | |||
|- | |||
| 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5S > jc.HS2S > jc.HS2S > SD > j.LL > j.236LMM || Corner || ? || ? || All || || Modified corner starter. Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of. | |||
|- | |||
| 2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > 236M > A1 > DR > A2 > 236S > 214L+M > Hold L+M || Corner || ? || ? || All || || First assist needs high horizontal hitstun, second needs to be a fast launch. Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health. | |||
|} | |||
===Notes=== | |||
==Assist== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|- | |||
! Combo !! Position !! Damage !! Meter Gain !! Works on: !! Difficulty !! Notes | |||
|- | |||
| ... j.236XMM > Assist > DR > 214M > j.236L+M/j.236H+S || Corner || ? || ? || All || || Your go-to. Depending on your team structure, you may have to forgo the 214M so your other supers connect. | |||
|- | |||
=== | | ... j.236XMM > Assist > 214S > Super || Corner || ? || ? || All || || Harder than the above combo, but good if you started your combo with Dragon Rush. | ||
|- | |||
| ... DR > Assist > 236S/214S > Super || Corner || ? || ? || All || || Useful only if it's going to kill. | |||
|} | |||
===Notes=== | |||
Gogeta gets most of his assist extensions at the end of his combos. | |||
==Miscellaneous== | ==Miscellaneous== | ||
==Video Examples== | ==Video Examples== | ||
https://www.instagram.com/p/B3Qc81Rgg2w/ | |||
Sparking TOD | |||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:DBFZ/SSB Gogeta/Data|Links}} | ||
{{Navbar-DBFZ}} | {{Navbar-DBFZ}} | ||
[[Category:Dragon Ball FighterZ]] | [[Category:Dragon Ball FighterZ]] | ||
[[Category:Gogeta]] | [[Category:Gogeta]] |
Revision as of 18:22, 22 May 2020
Midscreen Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5M > jc.LLL > SD > j.LL(3) > jc.LL(3)2H | 3820 | ? | All | Basic BnB, j.2H ender gets good oki. | |
... jc.LLL > j.236L~LL | 4111 | ? | All | Alternate ender for damage, works anywhere j.LL(3)2H works. | |
2M > 5M > jc.LLL > SD > j.LL(3) > jc.LLLS2S2H | 4210 | ? | All | If midscreen carries to corner and has oki and higher damage. You want to learn this. | |
2L > 5LL > jc.LLL > SD > j.LL(3) > jc.LL(3)2H | 3100 | ? | All | Alternate combo from 2L. You can't get as many mediums in the combo because of how 2L launches, so this is as good as it gets. | |
5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H | ? | ? | All | 5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > jc.LL(3)2H | |
214M, airdash j.236L~LL | ? | ? | All | DP into sliding knockdown, situational confirm. | |
2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LL(3) > j.2H | ? | ? | All | Has corner carry and similar damage to other lvl1 BnBs. j.2H ender can oki but does less damage. | |
2M > 5H > 214S > Vanish > 2M > 5M > jc.LL(3) > jc.LLLS2S2H | ? | ? | All | Taking advantage of corner carry. Has oki and higher damage. j.LLLS2S only works in the corner. |
Notes
Corner Combos
Combo | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2M > 5S > 2S > j.214M, j.HS2S > SD > j.M(3) > jc.LLLS > j.236M~MM | ? | ? | All | Does rather low damage, but easy to confirm. | |
2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM | ? | ? | All | Does rather low damage, but easy to confirm. | |
2M > SD > j.H ▷ 5LL > 5M > sjc.M(3)LL > jc.LLLS2S > SD > j.LL(3) > j.236L~MM | ? | ? | All | Corner rejump. Higher damage. | |
5LL > jc.H ▷ 5LL > 5M > sjc.LLLS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM | ? | ? | All | Corner rejump, more consistent than the first. | |
2M > 5S > delay SD > j.H ▷ 5LL > 5M > jc.LLLS2S > SD > j.LL(3) > jc.LL(3) > j.236L~MM | ? | ? | All | Harder but higher damage version of the 2M combo. | |
5LL > 6M, delay 5L > 5M > sjc.M(2) > j.214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3) > j.236L~MM | ? | ? | All | 6M link. The highest damaging route with 5L or j.M(3) ▷ 5L starter. | |
5LL > jc.DR | ? | ? | All | Solo snapback route #1. | |
2M > 5M > jc.M(3) > jc.M(3) > j.214M, j.DR | ? | ? | All | Solo snapback route #2. |
Notes
Sparking
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > jc.HS2S > jc.HS2S > j.236MMM | Corner | ? | ? | All | Bread and butter sparking loop starter in the corner. Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios. | |
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5S > jc.HS2S > jc.HS2S > SD > j.LL > j.236LMM | Corner | ? | ? | All | Modified corner starter. Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of. | |
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5M > 5S > JC > j.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > 236M > A1 > DR > A2 > 236S > 214L+M > Hold L+M | Corner | ? | ? | All | First assist needs high horizontal hitstun, second needs to be a fast launch. Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health. |
Notes
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... j.236XMM > Assist > DR > 214M > j.236L+M/j.236H+S | Corner | ? | ? | All | Your go-to. Depending on your team structure, you may have to forgo the 214M so your other supers connect. | |
... j.236XMM > Assist > 214S > Super | Corner | ? | ? | All | Harder than the above combo, but good if you started your combo with Dragon Rush. | |
... DR > Assist > 236S/214S > Super | Corner | ? | ? | All | Useful only if it's going to kill. |
Notes
Gogeta gets most of his assist extensions at the end of his combos.
Miscellaneous
Video Examples
https://www.instagram.com/p/B3Qc81Rgg2w/ Sparking TOD