(Putting the Guard Cancel and ToDs strength together with the combos and pressure points respectively.) |
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* '''Beam Normals''': Being normals, Gogeta's beams can be vanished on whiff, cancelled on block and used in combos. | * '''Beam Normals''': Being normals, Gogeta's beams can be vanished on whiff, cancelled on block and used in combos. | ||
| cons = | | cons = | ||
* '''Poor Pressure''': | * '''Poor Pressure''': Moves past his 5L, 2L, and the final hit of his rekkas are unsafe, and the high recovery on most of his normals make him vulnerable to [[DBFZ/Defense#Guard Cancel|Guard Cancel]]. | ||
* '''Slow 2L''': [[DBFZ/SSB_Gogeta#2L|2L]] is as slow as a medium, yet still scales like a light. | * '''Slow 2L''': [[DBFZ/SSB_Gogeta#2L|2L]] is as slow as a medium, yet still scales like a light. | ||
* '''Low Reward Mixups''': Low reward off of his unique mix-up options, requiring resources to convert off of them. | * '''Low Reward Mixups''': Low reward off of his unique mix-up options, requiring resources to convert off of them. |
Revision as of 01:49, 22 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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Gogeta at first glance has everything a character could possibly need to succeed. An easy to pick up character with dominant air normals, supers for every situation, rekka, a DP that covers his entire body, low 2L, beams, a fullscreen command grab... it might be easier to list things Gogeta doesn't have. Of course, it's never that easy. While he has every tool in the box, they are cursed with high recovery, making all of them extremely committal and easy to punish. This epitomizes Gogeta as high risk, high reward. Gogeta's tools can lead to a relentless chase against a helpless opponent when used properly, but a single bad call can spell immediate death for the ultimate fusion.
"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 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 |
SSB Gogeta SSB Gogeta is a neutral-dominant character who uses his massive toolkit to quickly chase the opponent into the corner and blows them up with explosive punishes.
- Powerful Neutral: Amazing normals, 5S beams that jail into vanish and H Soul Strike, and Multiplex Afterimage allows him to outright skip neutral.
- Multiple Mix-up Options While all reactable, Gogeta has a plethora of mix-up options: high/low, left/right, fast overheads, and a command grab.
- Combos: Gogeta's combo are incredibly versatile, with great corner carry, very high damage, and enables some of the easiest and consistent ToDsTouch of Death
A combo that can KO a character from full health. in the entire game. - Beam Normals: Being normals, Gogeta's beams can be vanished on whiff, cancelled on block and used in combos.
- Poor Pressure: Moves past his 5L, 2L, and the final hit of his rekkas are unsafe, and the high recovery on most of his normals make him vulnerable to Guard Cancel.
- Slow 2L: 2L is as slow as a medium, yet still scales like a light.
- Low Reward Mixups: Low reward off of his unique mix-up options, requiring resources to convert off of them.
- Beam Normals: Gogeta's beam normals retain all of the detractions a standard beam possesses, being slow and having high recovery on whiff.
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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External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.