< DBFZ | SS4 Gogeta
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Midscreen Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
2M > 5M > jc.MLL2H > SD > j.MLL2H > jc.LLL | 4185 | +1.05 | [1] Very Easy | Classic Saiyan BnB. Easy and clean. |
2M > 5M > 6H > jc.MLL2H... | 4307 | +1.1 | [2] Easy | Gogeta can choose to add a 6H for significantly better damage. Also works with 5M > 2M. |
... > jc.LLS > 214L | 4235 | +1.1 | [1] Very Easy | Different ender with Meteor Strike. Worse oki but better damage, so evaluate the tradeoffs carefully. |
2M > 6H-6H > 5H > SD > j.LL2H > jc.LMHS > 214L | 4427 | +1.2 | [1] Very Easy | Combo from Gogeta's fantastic 5M. Great damage (as per usual with SS4 Gogeta) and will carry the opponent to the corner from round start/midscreen. |
2M > 5M > jc.M > j.236M > airdash > delay j.M > land > 6H > sjc.MLLS > SD > j.LL2H > jc.LMHS > 214L | 5107 | +1.5 | [3] Medium | High damage and high corner carry rejump combo. Landing the delay j.M after j.236M can be difficult. Works on everyone except Krillin, for some reason. |
214S > SD > j.LL2H > jc.LLL | 2035 | +0.75 | [1] Very Easy | Very simple conversion off Gogeta's counter ending in a SKD |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
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2H > SD > j.MLL2H > jc.LL2H > vanish > 236L(whiff) > j.LLS > 214L | 4105 | -0.90 | [1] Very Easy | A little extend for an air combo. The 236L it's done as fast as possible. |
...vanish > microdash > 2M > 5M > 6H-6H > 5S > SD > j.LL2H > j.LMH > j.S > 214L | 2575 (from 236S) | -0.75 | [1] Very Easy | Vanish combo. Very simple once you get the microdash right. |
...vanish > dash > 5LLL > SD > j.LL2H > j.LMH > j.S > 214L | 2465 (from 236S) | -0.75 | [1] Very Easy | Another vanish combo, with less damage but way more corner carry. Takes advantage of Gogeta's absurd autocombo range. Allows you to swap sides if you dash far enough, as the flip kick of 5LLL will do the work for you. |
...jcLL > j236L > Vanish > (whiff 236L) jLLS > j214L | ~550 extra (from BnB) | ? | [1] Very Easy | Air Vanish extension from BnB. |
236H > large delay > 6H-6H > 5S > SD > j.LL2H > jc.LMH > j.S > 214L | 4270 | -0.4 | [2] Easy | 236H punish, ensure that after your double jump you do j.LMH and NOT autocombo (j.LLL) otherwise the j.S will whiff on shorter characters. |
236H > microdash > very slight delay > 2M > 5M > 6H-6H > 5S > SD > j.LL2H > jc.LMH > j.S > 214L | 4822 | -0.4 | [3] Medium | A slightly harder variation on the above for more damage. This link is tight, so you can substitute a j.LL into j.S in place of the j.LMH > j.S if preferred for an easier confirm. |
236H > land > 6H(whiff)-3H > 2M > 5M > 6H > sjc.LML2H > jc.LMLS > SD > j.LMHS > 214L | 5210 | -0.35 | [4] Hard | A lot of damage from a 236H. Near the corner, you can change to (sjc.LMLHS > SD > j.LL2H > jc.LMHS > 214L) for an extra +92 of damage. |
236M/214H/5S/j.S/22S/.. Vanish/5H/etc > 214H+S (at level 7) | 20000 | -3 (at minimum) | [1] Very Easy | Easiest confirms into instant kill. There is no hope if any of these connects, only the abyss. |
214S > 236H (whiff) > microdash > 5LL > 6H > sjc.MLLS > SD > j.LL2H > jc.LMHs > 214L | 2630 | +0.25 | [3] Medium | Extended counter combo. 236H will connect at the corner instead of whiffing. |
Corner Combos
Meterless
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
... > 236M > 2M > 5M > 6H-6H > 5H > 5S > SD > j.LL2H > j.LMHS > 214L | 5167 (from 2M) | +1.5 | [1] Very Easy | Great damage, large meter gain. One example of standard BnB in the corner. Can also chain from unscaled 5LL. |
... > 236M > 2M > 5M > 6H > sjc.4LLMHS > SD > j.LL2H > j.LMHS > j.214L | 5222 (from 2M) | +1.5 | [2] Easy | Works from any starter, works on any character. Easy to learn and high damage to boot. |
... > 236M > 2M > delay 6H > IAD j.ML > 6H > ... | [3] Medium | Harder but more damage than the above combo. Works from 5LL or M button starter but not anything more. | ||
2M > 5M > jc.M > 236M > delay j.M > land > 6H > sjc.LMLHS > SD > j.LL2H > j.LMHS > 214L | 5322 | +1.5 | [3] Medium | After the 236M, you need to barely delay the j.M. Also, you need to spam the j.S because it needs to be done quickly, or it will drop. |
... > 2M > 5M > 6H > jc.M > jc.MLHS > SD > 66j.M > j.236M > delay j.M > 6H6H > 5S > 5H > 22S | 5100 | +1.5 | [3] Medium | DP ender, gives the best oki at the cost of about 200 damage. Leaves Gogeta at around +63, enough time to sneak in a 6S and block or whiff cancel into 214M to stay plus. |
Metered
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
Notation | Number | Number | [1] Very Easy | |
Notation | Number | Number | [2] Easy | |
Notation | Number | Number | [3] Medium | |
Notation | Number | Number | [4] Hard |
Assist Extensions
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
Notation | Number | Number | [1] Very Easy | |
Notation | Number | Number | [2] Easy | |
Notation | Number | Number | [3] Medium | |
Notation | Number | Number | [4] Hard |
Sparking
Combo | Damage | Meter Gain | Difficulty | Notes |
---|---|---|---|---|
Notation | Number | Number | [1] Very Easy | |
Notation | Number | Number | [2] Easy | |
Notation | Number | Number | [3] Medium | |
Notation | Number | Number | [4] Hard |
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