< DBFZ
m (→Playstyle) |
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{{Description|9|text= | {{Description|9|text= | ||
* Launches on ground hit. | * Launches on ground hit. | ||
* Has enough hitstun to combo into j.DR or | * Has enough hitstun to combo into j.DR, 6M or j.H. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
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* On block, can cancel into SD early to stay same side. | * On block, can cancel into SD early to stay same side. | ||
While it is a grounded overhead option, it is easily reactable. Though it can turn into a mix-up if you cover the large gap between 5LL and 5LLL, and can even go for an IAD mixup afterwards, there is little to no need | While it is a grounded overhead option, it is easily reactable. Though it can turn into a mix-up if you cover the large gap between 5LL and 5LLL, and can even go for an IAD mixup afterwards, there is little to no need to go into 5LLL overhead when 6M is much safer and the damaging scaling is better, other than rarely knowledge-checking opponents. | ||
to go into | |||
}} | }} |
Revision as of 08:33, 31 May 2020
Gogeta (SSGSS) | |
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Play-style | Balanced, Toolbox, Mix-up |
Team Role | Point, Middle |
Overview
"I don't need thirty minutes...I only need one finger to beat you!" | |
Lore: | The product of the Metamoran fusion technique from Goku and Vegeta, Gogeta ("Go" from Goku, and "geta" from Vegeta) is a powerful warrior and was seen as a necessity to deal with Broly. Showing incredible power, he was able to weaken Broly before he was teleported away back to Vampa, almost destroying him in the process. In this game, he is depicted in the Super Saiyan God Super Saiyan form, however likewise takes aspects from his appearances in Dragon Ball Z: Fusion Reborn (such as transforming into a Super Saiyan during his Dramatic Finish) and Dragon Ball GT. |
Voice: | Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat |
Playstyle
SSB Gogeta SSB Gogeta is a high-risk, high-reward character who uses his toolkit to quickly chase the opponent into the corner.
Pros
Cons
- Bypasses neutral with huge buttons and beam normals, along with Multiplex Afterimage teleporting to the opponent on hit.
- High corner damage, meter build, and corner-carry. All contribute to his relatively easy TOD routes.
- Ignores defensive options such as backdash and reflect using 2M and 5H.
- Rising Vortex is an omnidirectional reversal that is also a combo starter. Can also grant meterless snapbacks at the corner with the medium and heavy versions.
- Punisher Drive is a fullscreen command grab that leaves the opponent standing +5 to Gogeta on hit (Standing Reset), vanish or supers can be used to convert into more damage.
- Has a wide variety of Supers that enable DHC synergy, and possesses meterburn options for level 1 and 3.
- Very high startup and recovery on normals and specials result in Gogeta having absolutely terrible frame-data, almost every move down to his standard jabs are a commitment and a risk.
- Weak low mixup; although he has a low 2L, it's as slow as a 2M, but with the damage scaling of a L starter.
- Very poor okizeme options mid-screen that won't let him use most of his supers, or force him to sacrifice his corner carry.
- The duration of his long normals make it easier to reach the hitstun decay limit faster, compared to other characters.
- Few true blockstring options, needs assists to make pressure meaningful and enable better mixups.
Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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j.2S
j.2S | Template:AttackDataHeader-DBFZ |
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Special Moves
Soul Strike
Soul Strike 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Soul Strike Follow-up 1
Soul Strike Follow-up 1 Soul Strike L/M > L/M |
Template:AttackDataHeader-DBFZ |
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Soul Strike Follow-up 2
Soul Strike Follow-up 2 Soul Strike Follow-up 1 > L/M/H or Soul Strike L/M > H |
Template:AttackDataHeader-DBFZ |
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Rising Vortex
Rising Vortex 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Multiplex Afterimage
Multiplex Afterimage 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Punisher Drive
Punisher Drive 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Super Dash Kick Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Rising Vortex Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Galick Gun Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
God Punisher
God Punisher 236L+M |
Template:AttackDataHeader-DBFZ |
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Stardust Fall
Stardust Fall j.236L+M |
Template:AttackDataHeader-DBFZ |
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Big Bang Kamehameha
Big Bang Kamehameha 236H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Meteor Explosion
Meteor Explosion 214L+M or 214H+S |
Template:AttackDataHeader-DBFZ |
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To edit frame data, edit values in DBFZ/SSB Gogeta/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.