Gogeta (SS4) is the ultimate tribute to a long history of Dragon Ball fighting games, and was frequently designed as a "final boss" character in them. This idea was retained for DBFZ: Gogeta is given stupendous normals, staggering utility tools, and unique mechanics. He is one of the few characters to have an extra airdash, and can routinely buff his super damage with his unique cancellable taunt, Finish Sign. The move stacks levels, and leveling him up to level 7 grants the privilege to use the definitive, instant killing, 100x Big Bang Kamehameha. This prompts the opponent to chase Gogeta down even at their own peril to stop him from reaching level 7.
Gogeta's gameplan is solid and foolproof. He doesn't have any methods to zone characters out, but fortunately he can just bypass any of said situation with his projectile-invincible Lightning Hammer, ensuring Gogeta stays in his opponent's face where he wants to be.
Any player that wants to parade their superior fundamentals and fight like a cocky bastard will revel at SS4 Gogeta and his glorious red hair, proving once and for all he is the ultimate fusion! (Unlike those other two)
Note: Not to be confused with his canonical Dragon Ball Super counterpart, SSB Gogeta. To differentiate the two, some refer to SS4 Gogeta as Goget4, 4Geta or SS4.
SS4 Gogeta is a rushdown character who takes the bare-knuckle route to get in the opponent's face with oppressive up close pressure and mixups.
- Good range for a jab
- Hits high enough to check opponents after a blocked superdash.
Standard speed 5L. Very nice for stagger pressure.
- 5L > 5LL will get Reflected twice, pushing Gogeta back to full screen. Delaying 5LL will make it Reflect proof.
- Hits the entire smear, as well as a good distance above him.
Insane button. Large, sweeping high hitbox that can catch opponents behind Gogeta too, which can then lead straight into his 5LLL. Since it's a 5LL, it is a medium unscaled starter. It can be low profiled by some 2L and 2Ms, but that's just about its only fault.
- Sideswaps on hit.
- Frame 4 anti-air. This with 5LL makes whiffing his autocombo pretty safe against superdash.
Amazing anti-air. Extreme directional tracking allows it to easily snuff out aerial approaches and continue combos even when the 5LL launches high. Being unscaled too makes this an all-around great multi-purpose button. Although it still requires you to input 5LL beforehand, giving it technically high startup. On the bright side, it's still safe on block.
Its directional tracking is so wild that an aerial hit of 5LL, when positioned right beneath your opponent, allows the 5LLL to instantly side swap, where the follow up hit will then side swap again to keep the combo moving in the same direction. This, as you may expect, provides a massive amount of corner carry, functioning as a sold followup to vanish, such as after 236S.
- Catches any jump except Superjump Back at round start.
The Ragna Button. Long range, high hitting 5M with fast startup. Being -5, you can also stagger with it. It will put you back at around the range you used it once it recovers, but you'll usually be in range to threaten with a 2M gatling or a 2L pressure reset. An overall excellent 5M, one of the best in the game along with Vegito, Adult Gohan and Kid Buu's.
Amazing as a roundstart option due to its speed, gatlings, and potential damage output. An easy roundstart with this move is 5M > 2H, as it gives you plenty of time to hitconfirm and either Superdash on hit or cancel into a special move on block for continued pressure.
|850 / 1000||All||U1||17||7||20||-11|
- Smash hit wall splats.
- Catches opponents after reflecting Vanish.
- Does not truestring from any of Gogeta's normals, can be used as a frametrap.
Mostly combo filler or a frametrap on demand. Ground normals aren't all that useful as neutral tools in DBFZ and this one is no exception. As a frametrap, it will catch anything in the game that isn't invincible frame 1.
- Tracks in front of Gogeta up until half-screen and around jump height. Has enough hitstun to combo into Super Dash.
- Projectile level 1 with Ki Blast property. On frame 12-17, the projectile has an extra hitbox that deflects other Ki Blasts which can leads to interesting interactions.
On one hand, this deflect property allows 5S to beat other Ki Blasts regardless of their projectile level (i.e. things like Android 21 5SGuard:
-4). On the other hand, deflecting counts as "blocking" for the opponent, so they will be able to cancel into things they couldn't have had it been a clash.
The projectile's hitbox takes priority over the deflect hitbox, which means when overlapped, projectile clashing will happen before deflecting.
- Testing against a Level 1 Ki Blast: On frame 12, a deflect will take place, on frame 13-18, it'd be a clash instead.
- Testing against a Level 2 Ki Blast: Frame 12: Deflect. Frame 13-17: Clash > Deflect on the same frame. Frame 18: Clash and lose.
A good tool to control space, reset pressure, extend strings, and more. It's great to catch airborne opponents who are jumping around in front of you and forcing them into the ground, or just putting something out that can't be counterpoked. Recovery is quite fast unlike the airborne version, but there's still a gap where Gogeta can be punished so spamming it is ill-advised.
- 6-frame mid.
- Good range like its 5L counterpart, but has marginally less.
- 0 on block.
One of Gogeta's key stagger tools. It being 0 on block makes pressure resets easy and compliments his already amazing stagger game. When combined with his long strings and plus on block special, his pressure may seem near endless.
- Good anti-reflect tool.
- Catches reflect > raw tag after 5L.
- Punishable up close but safe if spaced.
A weirdly unfantastic normal for Gogeta, but still his only low normal. Spacing this move out will leave you -5 and at an ideal distance to bully Gogeta's other buttons. That said, those situations are a bit sparse and 5M accomplishes a much similar job but faster and without the need for spacing to keep it safe on stagger. You'll mainly be using this for fuzzy mixups.
|850 / 1000||All||U1+||13||3||28||-15||4-15 Head|
- Smash hit has higher hitstun, combos into SD.
- Moves Gogeta very far forwards. Can trade movement for pushback by holding backwards (2H).
- Catches airdash back after blocked superdash.
Because of how far it moves forwards, it might not anti-air a SD if the opponent superdashed near you vertically, as the SD will cross-up.
Due to how the 5H > 2H string spaces him, you can mix in 2H in the corner after 5H to bait opponents into whiff punishing then call a defensive assist like Vegito A or 17 A for a free corner combo.
- Can be spaced to be plus. In corner, after a j.H sliding knockdown, do 6S into 6M to make it meaty and become plus on block.
Usually can be followed after with 5L if it's +2 and 5M if it's +3 to maintain pressure. If used up close, Gogeta can use the threat of his 22S or 214S to scare the opponent into blocking and maintain his turn.
Becomes extremely scary in during sparking! because of Gogeta's extra airdash. A blocked 6M here means a 50/50 between jc j.S or crossup jM.
|6H > 6H||500||High||15||-5|
|6H > 3H||600||Low||21||+2|
- Jump cancellable on hit.
- Late cancellable into follow-ups. At minimum, 6H~6H has a 5f gap on block, while 6H~3H has an 11f gap.
- High hitstun on air hit.
Very high hitting normal, much like Adult Gohan's 3H but better because of its present follow-ups. The follow-up chain is a big part of Gogeta's pressure, as he can do a lot here for mix-ups. Follow-ups can be backdashed mid-screen, but you can answer those with 5H. Gogeta's 214X moves will also catch backdash after this move, but they're more risky to attempt if your opponent is ready for them. Can also be good for extending Gogeta's blockstrings, or for his corner rejumps as 6H hits somewhat high, which allows him to convert off of his corner strings.
Because of the minimum 5 frame gap, almost any move after will likely be beat cleanly by reversals unless Gogeta commits to his counter, DP, or blocking instead of the usual follow-ups. Blocking comes with its own risk in that 6H is -8, but 6H~6H is usually enough to discourage mashing.
As a last note, remember in your strings and combos the followups are only late-cancellable. The overhead and low are actually a lot faster than you think, but delaying them for more than a few frames is impossible due to the restriction. This also helps you in feinting, as it's a lot harder to tell what Gogeta is going for.
- Ground bounces on hit, can be converted with H/S normals or specials.
- Only combos from 6H on air hit (like after a 2M). Otherwise it will reset opponents.
Fast overhead, will automatically catch people attempting to mash out of the chain. Delaying the button can make it harder to react to this and 3H, but doing so leaves Gogeta wide open. Decent combo filler if you want to keep your opponent close to the ground for assists, but using this solo forces you to spend your Superdash earlier than 6H > jump-cancel does.
- Launches on hit. Has very high hitstun that allow Gogeta to link into 2M.
Considerably slower than the overhead and leaves a large gap. Fortunately, it's plus on block and has high hitstun. Being +2, it gives about the same situation as 214M/H. Gogeta being plus, he can go for a reflect proof string, bait out options, or mix-up the opponent.
|Total 52 [Total 46]|
- Stands still and taunts. Gains level and cancelable into Vanish on frame 15. Gains 10% Ki gauge and cancelable into other actions on frame 32.
- When canceled into, loses the first 6F of its animation, and can be cancelled earlier (Total 52 → 46, Level on 15, Meter on 32 → 26)
- Each level gained adds a bit damage to Gogeta's next Super (~60 minimum damage)
Character defining. You can taunt in neutral, in blockstrings, and in combos. While the total animation is rather long, you can keep yourself safe by canceling into Vanish very early while still getting the Level. You also have a frame 4 counter and a DP to shut down the opponent's counterattack attempts. Don't be afraid to cash out on Supers either, since it's not hard to build Levels back up especially if you have assists to cover you.
Generally requires specific team combinations centered around Gogeta or sacrifice favorable okizeme in order to obtain levels consistently. Without this, Gogeta's supers are also in the lower range for damage in the game.
In a blockstring, any M/H/S normals > 6S will leave an 11F window to counterattack (or a total 27F for them to react). If not overused, 6S can be used to reset string very efficiently. Mid-combo, it's possible to do ground normals > 6S > Vanish and get both the Level up and the wall bounce from Vanish.
Once at Level 7, Gogeta gains an Instant Kill Super, which is likely what you're aiming for with this. Read more about that here.
Gargantuan hitbox. Will win lots of air-to-air trades.
- Fantastic normal.
An amazing air normal and one of the best in the game. It has it all: extreme speed, range, and damage. Amazing for IAD cross-ups, as it's in the fastest category of j.M's. Combined with his ability to airdash twice, and it can lead to nasty, ambiguous left/right mix-up that leads into high reward.
|850 / 1000||High||D1+ [D3+]||13||4||23|
- Dynamic hit can wall bounce.
- Smash hit causes a sliding knockdown.
- This move is huge. Catches all techs in the corner.
Gogeta's biggest jump-in and best oki ender. Soft knockdown setups are a lot easier than usual due to his second airdash being usable after his double jump. Use this to safejump if you don't have air options left, as j.M can threaten with an IAD j.LM fuzzy on grounded opponents.
- Halts all air momentum.
- Tracks in front of Gogeta up until half-screen with a wide vertical range below and above him. Has enough hitstun to combo into Super Dash.
- Projectile level 1 with Ki Blast property. On frame 12-17, the projectile has an extra hitbox that deflects other Ki Blasts which can leads to interesting interactions (See the breakdown on 5S)
If you're not using it in a combo, it's best used to stop air-to-air attempts, but be careful as an expectant opponent can Super Dash preemptively and catch you wide open. It can also be used as a post-Super Dash option on characters with 2H normals slower than 13 frames. Cancel into j.214H to convert into a knockdown on hit or pressure on block. You don't want to let this rock due to its recovery.
This can also grant Gogeta access to potent same side mixups with high damage conversions. Against opponents with good reactions or those who are prone to mashing 2H on your crossup or double airdash attempts, jump j.S (usually post 2L) offers Gogeta an unreactable mixup that can even frametrap fuzzy jumping. Convert on hit with j236H or superdash, use j236H to run away on block or j214H to try and steal a turn back and put them in the exact same mixup situation again.
236L/M/H (Air OK)
|236M||500, 600||All||U1+ → D1||17||7||19||-4||4-23 Projectiles|
|236H||500, 700||All||U1+ → D1||13||7||19||-4||4-19 Projectiles|
|j.236M||500, 600||All||U1+ → D1||17||7||20||4-23 Projectiles|
|j.236H||500, 700||All||U1+ → D1||13||7||20||4-19 Projectiles|
- Crushes all projectiles, including supers.
- All versions are medium starters, leading to extreme damage on hit.
- M and H versions are hitgrabs, meaning that both will beat any sort of challenge and are unaffected by hitstun scaling.
- Travels 1/2 of the screen.
Mainly used as an additional movement option or to make sure a blockstring ends safely.
- Travels nearly fullscreen.
- Wallbounces with Smash, giving a combo in the corner. Can also extend combos midscreen with an airdash if you're not too high.
- Gives a mediocre sliding knockdown if U1 has been used and D1 has not.
- Opponent can airtech if both Smashes have been used.
Gogeta's primary combo extender besides j.2H. Air version leads to a rejump on every character but Krillin midscreen.
Deadly frame trap option in the corner for having a higher reward on hit than 5H, and not being any less favorable on block than the L version.
- Travels nearly fullscreen.
- Ground bounces with Smash, giving a combo anywhere.
- Gives a bounce sliding knockdown if U1 has been used and D1 has not.
- Switches sides.
- Opponent can airtech if both Smashes have been used.
Buffered 6H(whiff)-3H is the best starter after this lands, and with the optimal confirm leads into 50%.
Good get out of jail free card against projectile heavy characters with fantastic follow-ups and many lasting frames, key of Gogeta's neutral threat. Also great for simply flying out of the corner.
214L/M/H (Air OK)
|j.214L||1000||High||D1||20||12 upon landing||-2|
|j.214M||1400||High||D1||29||12 upon landing||+2|
|j.214H||1600||High||D1||20||12 upon landing||+2|
- Uses D Smash on hit.
- All versions can be anti aired
- -2 on block, allowing for a safe backdash.
- In the ballpark of +33 on most knockdowns, letting you SJ IAD j.H for a safejump.
Functions as an overhead mix-up and combo ender. Use after j.H > j.S when you don't have smash for a knockdown, but keep in mind it grants less oki time if done so.
- +2 on block, allowing for RPS midscreen and pressure in the corner.
- In the ballpark of +55 on most knockdowns, giving you a similar setup to a Smash j.H.
A sometimes move due to its startup, but good to use nonetheless as it's +2 on block. It's also Gogeta's best okizeme ender if he still has D1 Smash available, usually in corner combos. You'll most likely use j.DR instead, but it's there nonetheless.
- +2 on block, allowing for RPS midscreen and pressure in the corner.
IAD j.214H can get Gogeta in from fullscreen and be +2 on block, but getting predictable will end up with you getting 2H'd. It's +2 like 214M and 24f startup like 214L, so using it to continue pressure isn't a bad idea.
- Can only connect against grounded opponent. Cannot be combo'd into.
- Switches sides on hit, causes a wall splat. Allows for a combo with Gogeta's back to the corner.
This has pretty good range for a command grab, as well as a deceptive animation, so you can use it if you think your opponent is blocking a bit too much to throw them off guard. Don't get reliant on it, as its startup is average for a command grab - and if the opponent catches on, they can backdash or jump out and punish you. When used in conjunction with his other tools like 6H, it becomes far more potent.
214S (Air OK)
- Frame 4 counter.
- Combos into superdash anywhere.
- Will not counter Ki Blast and beams, but will invul through if timed correct.
- Loses to command grabs and Dragon rush.
- Combos into Gogeta's Instant Kill.
Excellent as a defensive tool. It's usable anytime that Gogeta is -2 or better, which is a wide range of opportunities in DBFZ. The most prominent of which are after a blocked 6M or an opponent's blocked vanish. Getting predictable with this move will get you killed, but it's great when unexpected. Can be used to make challenging jS scarier in post superdash scenarios.
While this move doesn't activate against beams, it does activate against any strike property attacks including Hit's Time Release. This move not activating on contact with beams can also be a blessing, as they can extend its active time allowing you to greatly vary your vanish timing if you have the resources.
Plus Energy of Justice
- Stays grounded and covers himself in a projectile. "Immune" to cross-ups as it hits both sides and doesn't require forward/backward input.
- Gains a Dragon Ball on frame 17.
- Dragon Ball cycle: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star †Trivia: This is the order in which the Shadow Dragons were killed.
- Smash hit causes a sliding knockdown.
- Minimum damage on D Smash: 40%.
- Unlike other DPs, on block it can be cancelled at any point during recovery.
Gogeta's omnidirectional reversal. Has weaknesses compared to most DPs like having short range, zero vertical reach and also being a projectile. Despite that it is also one of the safer DPs as it is crossup immune and if blocked, a punish is not guaranteed since Gogeta can delay cancel into Vanish (among other things) at any point.
In the corner, this can be used as an alternate combo ender to j.214X series as it has very high minimum damage and gives Gogeta his best okizeme, which can get even better if the opponent is above Gogeta and/or it hits meaty. Also a good alternative to 236M as a combo DR ender before supers, though 22S will drop at max hitstun decay while 236M won't.
- Grants half a bar
- Levels Gogeta up, but cannot go past Level 5 for obvious reasons.
Essentially a worse version of Base Goku's B assist due to the lesser meter build and how it can't even stack his levels all the way. While you can hold Gogeta in the back and greatly reduce the amount of time and risk it takes to get his instant kill, it can be too gimmicky of a strategy to substitute for a valuable resource. If the gameplan is to get stacks for the Instant Kill Super, it's more efficient to run a team that maximizes how much levels Gogeta can get off a single combo than to primarily rely on this assist to get to Level 7.
- Blisteringly fast strike assist with great range that is invulnerable to other assists and all projectiles.
- Little initial knockback makes for easy hit confirms.
- Projectile invulnerability activates on frame 10, assist hits frame 21.
An extremely fast strike assist. Has high blockstun for a ~20f strike assist and is very easy to hit confirm. This is Gogeta's go-to assist because of how situational his A assist is and how little frame advantage his C assist has.
This assist also retains the projectile invulnerability of the move it's based on. This includes all other assists (even invulnerable and strike assists) allowing Gogeta to skewer your opponent's assist calls after just 10 frames.
Plus Energy of Justice
|800, 280||All||30 ||6||+16|
- Gains a Dragon Ball on hit, block, or whiff.
- Dragon Ball cycle is different than that of the Dynamic! property: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star
- Unfathomably less advantageous than every other C assist and some normal assists. This unusually low blockstun can allow it to be used for tick throws.
Just remember, Dragon Balls can be used against you too. Gogeta's assist selection is already very sub-par, having a meme DP assist that can end up costing you the entire match is absolutely not worth it unless you're trolling. There are far better DP C assist options in this game, and this one's abysmal blockstun doesn't help. Don't.
236L+M (Air OK) or 236H+S (Air OK)
- Minimum damage: 754 → 808 → 862 → 916 → 970 → 1024 → 1078 → 1154
- First hit only minimum damage (DHC): 720 → 774 → 828 → 882 → 936 → 990 → 1044 → 1098
- Has Head property, making it vulnerable to 2H.
- Tracks the entire screen.
- Side switches on hit for ground version. Regains side for air version.
- Ground version corner carries.
Tracks anywhere on the screen, but deals rather poor damage without levels. At Level 3 or so, it might actually be more worthwhile to use this than continue going for the Instant Kill as this becomes one of the most solidly damaging Level 1s in the game. Both the ground and air versions give Gogeta oki, but the setups are different. The ground version only leaves him in position to meaty with a button, but the air version has enough advantage for an IAD or a 214M to cover all techs (except delay down, of course).
It's better advised to use this immediately after any combo ender as it hits full-screen anyway, and you don't want to risk whiffing this move after a sliding knockdown due to its longer-than-most start-up.
The air version can be used to set up Android 21's left/right, even if he was cornered to begin with. You can also DHC early for the same effect without losing any damage, but you won't keep the corner.
Ultra Big Bang Kamehameha
214L+M (Air OK)
|j.214L+M||4186||All||UDV||9+3||Until L||1-? All|
- Minimum damage: 1654 → 1708 → 1762 → 1816 → 1870 → 1924 → 1978 → 2054
- Adv. on hit: +44
Midscreen, a GO1 Jump/Moonjump can be used to close in on the opponent. That doesn't sound great by its self, but Gogeta does have access to an easy fuzzy overhead thanks to his double airdash. After a lvl3 in the corner, j.M (whiff) > j.M will leave you at the perfect height to either IAD j.LM or land 2M. On most characters, the IAD j.LM will be a true blockstring as well as a combo if the j.M connected. You're also free to go for a DR or 236S after the j.M for additional layers.
This super also can deal some incredible damage once Gogeta has levels. At Level 0, it's very poor, but getting to something like Level 3 takes maybe a couple of seconds and turns it into a very solidly damaging level 3. Further than that and you're in the top levels. If you have some levels built on the opponent, you might find yourself having better results going for the fuzzy overhead mixup to kill over gambling on continued levels to finish off their next character. After all, those levels will be even easier to build when your opponent is down a character.
x100 Big Bang Kamehameha
214H+S at Level 7 (Air OK)
|j.214H+S||540×54||All||UDV||25+3||Until L||1-? All|
540 × 54 = 29,160 damage. Minimum damage: 100%
A versatile Instant Kill that can be combo'd from Smash 5H, U+ Smash 236M/j.236M, plus on block overheads, command grab, counter, DP, Smash Vanish, mid-combo Sparking Blast and so on. On the other hand, it's a terrible reversal due to the slow startup and Gogeta leaping up making the beam whiff on crouching or small characters at close range, so stick to the other Level 3 or just do 22S and hit confirm into this for the kill.
The requirement of reaching Level 7 can be made trivial with the right team. Gogeta can rack up 3 to 4 Levels per combo with high hitstun assists like 16 BGuard:
+31 or Piccolo AGuard:
+25, not to mention that he can also gain Levels during neutral, blockstrings and on oki. Once at Level 7, the threat of being IK'd by a random hit is always present even when Gogeta is not the point character, since it's possible to tag him in mid-combo into something like Vanish > j.214H+S. Take control of the pace of the match as fear of being robbed of their characters will often make your opponent play hyper-offensive to stop Gogeta from achieving his win condition, or hyper-defensive to avoid being executed.
Keep in mind that while it's practical to reach Level 7, Gogeta on his own is still a very strong character that's more than capable of deleting the opponent's health bar without IK. Maintaining Levels can be cumbersome at times since you'll have to avoid using Supers with Gogeta and wasting the Levels. If you're not building a team specifically around Leveling up, by the time you get to Level 7, the match might already be reaching its conclusion and IK wouldn't be any more useful than his other metered options.
Finally, don't leave money on the table. Treat IK like any other ToD and use assists to maximize meter gain before finishing off the opponent.
- Advantage on hit: +40 if you get it to not kill
x100 Big Bang Kamehameha is a direct upgrade from Android 16's Last ResortGuard:
Block, run up to him as he falls down and punish the landing recovery. Regardless of ground or air block, you always have enough time to dash fullscreen towards him and punish with M buttons. If you're behind Gogeta, either patiently wait for him to land and punish as usual (recommended), or hit him out of the Super with a 2H.
If you're not on course to a Perfect victory, do not Reflect the beam. Reflecting the entire beam gives you 0.075 bars, while blocking will build 1.458 bars at the cost of 1458 blue health. This is almost the same amount of meter you would've received if you had been ToD'd. Other than preventing chip damage, Reflecting here does not give you any advantages over blocking.
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