DBFZ/SS4 Gogeta

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Revision as of 06:22, 24 December 2021 by SuperGogeta (talk | contribs) (→‎Lightning Hammer: it's weird how 236L's notes were mostly just describing 5M so i touched it up)
Overview

Template:CharaOverview

Normal Moves

5L

Template:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZ
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

5L
  • Good range for a jab
  • Hits high enough to check opponents after a blocked superdash.

Standard speed 5L. Very nice for stagger pressure.


5LL
  • 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.


5LLL
  • 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.

5M

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
700 All 9 4 17 -5

  • Catches any jump except Superjump Back at round start.

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 Krillin, 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.

5H

5S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
400 All 13 6 17 -7

  • Projectile guard point while active. Beats every other Ki Blast.
  • Tracks in front of Gogeta up until half-screen.
  • Combos into superdash anywhere.

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.

2L

2M

2H

6M

6H

Saiyan Kick

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Saiyan Kick
6H
600 All 11 4 20 -8
Head Crusher
6H > 6H
500 High 15 -5
Leg Breaker
6H > 3H
600 Low 21 +2

6H
  • 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, so it's wise to use 5H as an answer to do that. 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.


6H~6H
  • 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.


6H~3H
  • 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.

6S

Finish Sign

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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.

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.

j.L

j.M

j.H

j.S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
400 All 13 6 30

  • Projectile guard point while active. Beats every other Ki Blast.
  • Tracks in front of Gogeta up until half-screen.
  • Combos into superdash in the corner and close by midscreen.
  • Can combo after j.H at certain heights.

Gogeta loses all of his momentum after using this in the air, bringing him to a dead halt. 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 superdash preemptively and catch you wide open. It can also be used as a post-superdash 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.

j.2H

Special Moves

Lightning Hammer

236L/M/H (Air OK)

Template:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZ
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

All
  • 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.

236L
  • Travels 1/2 of the screen.

Mainly used as an additional movement option or to make sure a blockstring ends safely.


236M
  • 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.


236H
  • 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.

Meteor Strike

214L/M/H (Air OK)

Template:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZTemplate:AttackDataWithName-DBFZ
Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

All
  • Overhead.
  • Uses D Smash on hit.
  • All versions can be anti aired

214L
  • -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.


214M
  • +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.


214H
  • +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.

Bluff Kamehameha

236S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
500, 560 Throw U1+ 24 3 36

  • Command grab.
  • Switches sides on hit.
  • 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.

Punisher Guard

214S (Air OK)

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
870 U2+ 4 22 20 4-26 Guard

  • 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.

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 beams extend its active time and it can potentially catch a Vanish from there if your opponent doesn't recognize it.

Plus Energy of Justice

22S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
1200 All D1 17 6 45 -34 1-22 All

  • Frame 1 reversal.
  • Gains a Dragon Ball upon usage.
  • Has poor range, don't get greedy
  • Insane minimum damage with D1 Smash. 40%, or a free 480 damage at the end of your combo.
  • Unlike most DPs, hits the opponent into a colossal sliding knockdown. Solid oki or even Finish Sign for basically free.
  • 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
    • This is actually the order in which the Shadow Dragons were killed.
    • The Dragon balls that appear also for a split second are the black star dragon balls, in reference to, well, the black star dragon balls.

Gogeta's omnidirectional reversal. Short range compared to other DPs. Technically a projectile, so moves like Z Broly 214S will completely invalidate it. If you still have your D1 property at the end of your combo, this makes for Gogeta's best okizeme ender. It's also his highest-damage move to tack on the end of a Combo DR before supers.

Z Assists

Assist A

Finish Sign

Assist B

Lightning Hammer

Assist C

Plus Energy of Justice

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
800, 280 All 30 [20] 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.

Super Moves

Ultimate Impact

236L+M (Air OK)

No results
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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)

No results
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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, [9]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 while Level 7 (Air OK)

No results
Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • Minimum damage: 100%.
  • Must have built 7 Finish Sign levels to use
  • +40 on hit if you get it to not kill the opponent
  • Does 19980 damage raw, 1998 is the year right after GT ended

Not reliable as a reversal due to its slow startup and Gogeta leaping up making the beam whiff on crouching or small characters at close range. However its extremely high damage and minimum damage is the reason for this; because this Super acts as an Instant Kill. Unlike another Instant Kill in the game, this one has no drawbacks and can be combo'd into from Smash 5H, U+ Smash 236M/j.236M, command grab, counter, DP, Smash Vanish, midcombo Sparking Blast, and so on. It doesn't matter how you combo into it or how scaled the combo is, it will always kill. The beam is also multi-hit and stops applying damage right when the opponent is KO'd, so it won't give them 7 Ki gauges.

It is not all that hard to reach Level 7 in a real match. Even without his own A assist, Gogeta can easily rack up 3 to 4 Levels per combo with the right team. Once at Level 7, the threat of being IK'd is always there since it's so easy to combo into, and despite you can't DHC into IK, it's possible to tag Gogeta in midcombo and do something like Vanish > j.214H+S instead. It can IK the opponent's assists as well, but much less consistent. The opponent is locked in a perpetual cycle of fear, which forces them to be hyper-defensive/offensive to stop Gogeta from murdering them instantly, and even just to stop him reaching level 7 in the first place.

As a side note, while you can IK off of any stray hit so as long as you have enough meter, it's optimal to use your assists and push the combo as far as possible before ending with IK. The assists will regenerate immediately after the round transition, and you'd want to build extra meter for the next character.


Just wait for him to fall down and punish the landing recovery. If you tech right into the beam, please don't Reflect it. You'll have better frame advantage if you just block (+51 vs +49), and will also build 1.458 bars at the cost of 1458 blue health. That's 6.66 (repeating of course) times the meter gain per blue health rate of getting hit by a DP.

External References

Navigation

To edit frame data, edit values in DBFZ/SS4 Gogeta/Data.

DBFZ/Navigation