< DBFZ
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Normal Moves
5L
- 5L
Placeholder
- 5LL
Placeholder
- 5LLL
- Switches sides on hit, but not on block.
5M
- Catches any jump except Superjump Back at round start.
5H
- Does not blockstring from any of Gogeta's normals.
5S
- Tracks in front of Gogeta up until half-screen.
- Combos into superdash anywhere.
2L
HEHEHE I WAS RIGHT IT WAS A MID
2M
- Good anti-reflect tool.
- Catches reflect > raw tag after 5L.
- Punishable up close but safe if spaced.
2H
- Moves Gogeta very far forwards.
- Catches airdash back after blocked superdash.
2S
- DBFZ SS4Gogeta 2S.png
Placeholder
6M
- DBFZ SS4Gogeta 6M.png
Placeholder
6H
- 6H
- Jump cancelable on hit.
- Does not chain into H normals, instead chains into follow-ups.
- 6H~5H
- Overhead.
- Frame trap from 6H.
- Ground bounces on hit, can be converted with 5S or specials.
- 6H~2H
- Low.
- Cannot be comboed after unless in the corner.
6S
Finish Sign
- Gogeta taunts and gains some meter and a level, maxing out at 7.
- Each level gained adds ~50 damage to his next lvl1 and ~100 damage to his next lvl3.
- Getting lvl7 means the next lvl3 will deal 19980 damage, scaled or not.
j.L
Placeholder
j.M
- Very big, will cross up after an IAD in a blockstring from most ranges.
j.H
- 5LLLLLLL
- Smash hit can wall bounce.
- j.H
- Smash hit causes a sliding knockdown.
Placeholder
j.S
- Tracks in front of Gogeta up until half-screen.
- Combos into superdash anywhere.
- Can combo after j.H at certain heights.
j.2H
- Jump cancelable.
Pretty much every Saiyan's j.2H.
Special Moves
Lightning Hammer
236L/M/H (Air OK)
- DBFZ SS4Gogeta Special1.png
Larry
- All
- 236L
- Projectile invul from frame 5.
- 236M
- Projectile invul from frame 6.
- Wallbounces with Smash, giving a combo in the corner.
- Can also extend combos midscreen with an airdash.
- 236H
- Projectile invul from frame 4.
- Ground bounces with Smash, giving a combo anywhere.
Special 2
214L/M/H (Air OK)
- DBFZ SS4Gogeta Special2.png
- All
- Overhead.
- Uses D Smash on hit.
- 214L
- -2 on block, allowing for a safe backdash.
- 214M
- +2 on block, allowing for RPS midscreen and pressure in the corner.
- 214H
- +2 on block, allowing for RPS midscreen and pressure in the corner.
Special 3
236S
- DBFZ SS4Gogeta Special3.png
- Command grab.
- Switches sides on hit.
- Allows for a combo with Gogeta's back to the corner.
Special 4
214S (Air OK)
- DBFZ SS4Gogeta Special4.png
DP #1
- Frame 4 counter.
- Combos into superdash anywhere.
Plus Energy of Justice
22S
- DBFZ SS4Gogeta Special5.png
”New balls, who dis?
- Frame 1 reversal.
- 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
Z Assists
Assist A
Finish Sign
- DBFZ SS4Gogeta Special1.png
Meme assist
Placeholder
Assist B
Lightning Hammer
- DBFZ SS4Gogeta Special2.png
The good one
Placeholder
Assist C
Plus Energy of Justice
- DBFZ SS4Gogeta Special3.png
Meme assist
- 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.
Super Moves
Super
236L+M
- DBFZ SS4Gogeta Super.png
Tajū Kage Bunshin no Jutsu!
- Minimum damage:
- Has Head property, making it vulnerable to 2H.
- Tracks the entire screen.
Ultra Big Bang Kamehameha
214L+M
- DBFZ SS4Gogeta Meteor.png
yawn another lvl 3 beam
X100 Big Bang Kamehameha
214H+S
- DBFZ SS4Gogeta Meteor.png
We MUGEN now
- Minimum damage: [19980]
- Adv. on hit: +44.
This is an Instant Kill with Seven levels.
External References
To edit frame data, edit values in DBFZ/SS4 Gogeta/Data.