DBFZ/SS4 Gogeta/Combos

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 Gogeta (SS4)
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)

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
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

Miscellaneous

Video Examples

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