DBFZ/SS4 Gogeta/Strategy

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 Gogeta (SS4)


General Tactics

SS4 Gogeta's general goal is to get in close, choke his enemies with his stifling pressure, open them up with his myriad of mixups and deal massive damage. However he struggles quite hard when at long range due to his lack of any real projectile, so a smart player should avoid these situations. Your ideal position should be around close-to-midscreen, as this allows you to simultaneously threaten with SS4 Gogeta's amazing midrange normals such as 5M, 2M, 5H, 2H, 6H and 236X while also maintaining the ability to quickly rush in to blow the opponent up with his devastating combos.

The issue - aside from his nonexistent projectile game - is actually opening the opponent up in the first place. While his left/right mixup is absolutely amazing, he has no fast low for high/low mixups making his mixup game unintuitive for some people. Regardless, if one can play around his weaknesses while making the most of his strengths, he will truly shine. And if all-else fails, there's always the insta-kill.

Team positioning

Point

This is likely SS4 Gogeta's best position, as he benefits greatly from assists and suffers without them while also dealing amazing damage. If a player can successfully incorporate Finish Sign into their combos, his damage as a point also skyrockets. That being said, it's unlikely you'll actually manage to get to Level 7 while sent here, so be prepared to play Gogeta as a brawler. If your opponent slips up and lets you build some levels though, go right ahead.

Mid

Another good position to play SS4 Gogeta in, thanks to his great assists. If you're playing him as a mid, it might be better to run with his B assist or C assist instead of his A assist, as they are generally better to boost your Point's gameplan. Gogeta with meter is also incredibly scary, as his 236H can be a powerful combo tool and his schmix game is increased through the use of 214H.

Anchor

Not the best position to play Gogeta, unfortunately, but can still work wonders. Gogeta's damage is already stupid high, so adding on Limit Break and Level 3 Sparking!! can boost that to frankly absurd degrees. Gogeta's double airdashes also allow him some very scary single mix opportunities, meaning he can mostly function by himself. This also enables you to start building Finish Sign with his A assist from relative safety, meaning if you want to meme on some folks with the instant kill, putting Gogeta here and tacking on his A assist might be your best bet. That being said, if your opponent is running a very "keep away" team, then playing Gogeta here can be VERY frustrating. Your lack of any real options to close the distance aside from vanish can make your life hell, and while your opponent playing in this manner so can allow you to sneak in some levels, they have to be very dumb to not realize what you're doing before you whip out the IK.

Picking Teammates

Good teammates for Gogeta typically fall into one of two camps: neutral assists and Level assists. Having a mid 2L is not as much of a disadvantage to him as it is other characters, as Gogeta has access to universal fuzzy guard mixups thanks to his second airdash.

Assists like Bardock B and Base Goku A give Gogeta access to easy grounded fuzzy guard mixups after 6M and 6H.

Long blockstun assists like Kid Buu A guarantee level-ups, which makes him scarier due to the reward on hit going up. Also in this camp are assists like Roshi B and Beerus A. These also come with the bonus of gapless superdash in the corner, which can lead to an alternate IAD fuzzy setup.

Gogeta also really likes having a neutral assist to compensate for his poor ranged options. Android 21's A Assist is a great example of this, and Gogeta also gives A21 her lvl3 50/50 in the corner. He also really likes Krillin A, as it can protect him in neutral while giving easy levels in combos too. Baby B is another great neutral assist for Gogeta as it also allows extensions off Smash 22S in the corner, massively boosting his damage.

Blockstrings

  • 2L > 5L > 5LL > 5M > 2M > 6H > 236L > assist...

Basic, safe and gapless blockstring. Calling an assist will let you continue pressure. High blockstun assists can give you time for a left right mix-up, depending on your airdash timing, and 5L can have a nasty hitbox if you can time it directly on top of the opponent, making the left-right guess even harder for the opponent.

  • 2L > 5L > 5LL > 5M > 2M > 6H > 6S > assist...

In-blockstring level-up. Sacrifices the mixup, but if you're at a high level already it can be quite scary. Turning any of your hits into potentially death is a strong upside that only SSJ4 Gogeta has.

  • ... > 6H > 6H

Basic overhead frametrap. If your opponent knows what they're doing, they'll default to high blocking after 6H and react to the low or throw. Technically also beats jump-out because it leaves Gogeta +1 on airblock.

  • ... > 6H > 3H/236S

Both options hit on the same frame, but both are vulnerable to jumping out.

  • ... > 6H > 214L/M

Both are quite slow but much more advantageous on block/airblock than 6H6H. They also beat backdash where the other follow-ups do not.

  • ... > 6H > 5H

Basic frametrap/backdash crush. If your opponent is preemptively jumping out of 6H6H, you can beat the jump with this. It also catches backdash. The only thing it really loses to is Reflect, as only 236M/H will safely get you back in range (214L/M work but are vulnerable to 2H).

Mixups

What is a Fuzzy/Fuzzy Guard Mixup?

Fuzzy Guard mixups take advantage of how fighting games are programmed to make overheads hit faster than they should. Normally, standing and holding [4] will block any IAD normal, even when done instantly. Your character also does not change their stance from high to low block until blockstun is refreshed with a different attack. Fuzzy Guards take advantage of both of these things. Forcing your opponent to stand usually involves an overhead, as otherwise they'll get hit. With their character standing and stuck in blockstun, shifting to crouching to block low will not affect their character. Basically, a fuzzy guard setup makes a fast air normal hit a standing opponent blocking low. For a more in-depth explaination, check out this article: https://www.dustloop.com/wiki/index.php?title=Fuzzy_Overhead

6M/6H Fuzzy Guard Setups

You will need a single hit assist with high blockstun for this setup to work. Using 6H in this setup means you have to condition the opponent to stand block beforehand to keep it gapless with a sequence like this:
6H > Assist > 6H6H
Once they stand to pre-emptively block 6H6H, then you can start to fuzzy them. Doing this setup from a blocked 6M is pretty similar but usually less telegraphed. Once you get them standing, then you can start to mix them up.

  1. 6M/6H > Assist > IAD j.LM (fuzzy j.L)
  2. 6M/6H > Assist > dash 2M (fakeout low)
  3. 6M/6H > Assist > dash DR/236S (fakeout throw)

The IAD j.L hits in about 17 frames (4 frames of jump startup, 1 frame air action lock out, 6 frames airdash startup, 6 frames j.L startup) meaning it is unreactable. You don't have to dash very far for the fakeout options either.

Superdash Fuzzy Guard Setup

This setup requires a lot less conditioning than the prior setup and can be made gapless with assists like Roshi B. It's still usable with other assists with 25f+ blockstun, just a lot less safe to go for. The initial setup is this:
SD > Assist > j.M
Keep in mind that using a 2-hit assist has to be called earlier to make the superdash gapless.
After the j.M connects, Gogeta should be at the ideal height for a midair IAD.

  1. SD > Assist > j.M > IAD j.LML (fuzzy/triple overhead)
  2. SD > Assist > j.M > land 2M (low)
  3. SD > Assist > j.M > land DR/236S (throw)

In this setup, the IAD j.L and 2M hit about 1 frame apart. Technically this is fuzzy blockable, but it's so difficult that you don't have to worry about it. Going for a throw is generally less rewarding than the high/low option, but it's there just in case.

Level 3 Fuzzy Guard Setup

Gogeta gets a similar mixup to his Superdash when his level 3 connects. All that's needed here is to hold [9] after the super connects and whiff a j.M. From there, it's exactly the same as his Superdash setup: j.M into IAD j.L or land 2M. Happy mixing!

Tips and Tricks

  • Using 214H after a reflect works well as a way to force yourself back in if 5H is too far away. The startup of the medium version makes it more reactable, but it serves the same purpose if you don't have meter, although 5H will work in instead of this in most places. It won't work if the opponent reflects again, or expects it and uses a reversal, so don't rely on it to give yourself infinite turns, but if the opponent has no true reversal without meter, and isn't expecting you to come spinning back in, go ham. Go especially ham if the opponent is in the corner.
  • 5M > 2H roundstart will beat almost anything that isn't superjump back or frame 1 invincible. It also gives you barely enough time to confirm into Superdash on hit and 236X on block. It's nicely complemented by 214S > Assist roundstart against the few characters that can actually challenge you.

Fighting SS4 Gogeta

dont let him get lv 7 - Anonymous

  • For real though, be careful about Gogeta's Finish Sign levels. Don't try and panic to beat them, as he has tricky setups that allow him to set Finish Sign up safely. Instead, try to keep the pressure on Gogeta, and if Gogeta is using Finish Sign in strings or situations where it is unsafe, be aware of these and know how to punish them. While the threat of Finish Sign is terrifying, it can still be predictable and can be played around.
  • Be careful when pressuring Gogeta, as he has two incredibly strong reversal options. Keep your strings tight, and if you do stagger pressure, try and catch on to your opponent's habits or sneak in ranged ki blast options so as to try and bait out either 22S or 214S, depending on distance/what character you are playing.
  • If you can keep Gogeta away from you, it's a good idea to try and do so. He has no real fullscreen threats to speak of, so he must rely on either trying to get in regularly or by superdashing, both of which can be dealt with. Beams, ki blasts, whatever it takes - the longer he's not in, the better. Even if he stands full screen using Finish Sign, you can simply throw out a projectile at him which forces him to rethink his strategies or burn a meter on Vanish so that he doesn't get hit. Even burning your Sparking! on getting Gogeta off you could be a good idea in pressure scenarios, especially if you're not really sure which side to block when he has you in a left/right situation.
  • Blocking 6H is a matter of defaulting to high and reacting low, instead of defaulting low and reacting high. If the Gogeta player likes to go for it without covering the gap with an assist, they have to hard read a jump with 5H or 236M to hit you for it. The worst that can happen to you otherwise is that he's plus. You can also backdash out of 6H and it's follow-ups, but that is still vulnerable 5H. Getting out is mostly going to come down to how well you can recognize patterns. Jumping is a good strategy until your opponent proves they can deal with it.
  • If you're playing Z Broly, you can set up 214S to completely invalidate Gogeta's DP. It will regester as a whiff, letting you punish at your leisure. Just be careful that he didn't do 214S as that will still connect if you trigger it with a strike.
  • To avoid getting caught by Gogeta's roundstart options, High/Super Jump away by holding down DBS.png and pressing 7 at the beginning of a round. It is fast and the most surefire way to avoid being caught by Gogeta's 5M or 5S.

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