DBFZ/SSB Gogeta: Difference between revisions

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Revision as of 04:45, 6 March 2020

Gogeta (SSGSS)
DBFZ SSB Gogeta Portrait.png
Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Balanced, Mixup
Team Role
Point, Middle

Overview

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.

In Dragon Ball FighterZ, Gogeta is a character who can play almost any range he wants due to his diverse toolkit, that gives him many options against almost anything. He also has many tools that can mix up the opponent if used right, and can totally throw off the opponent and let Gogeta play at his own pace. Combined with 2 meterburn options on his supers, and Gogeta will make sure that no matter where he hits you, it's going to do some significant damage.

Strengths/Weaknesses

Strengths Weaknesses
  • Insanely massive toolkit giving him something for almost any situation, including a level 2 and a level 5 super, a meterless reversal, a full screen command grab, etc.
  • Mixup potential is strong especially in Sparking, where he can airdash his S buttons, and cause all kinds of ambiguous setups
  • 5S and 2S are beams, making Gogeta's long range game very strong.
  • Strong assist, while somewhat slow the hitbox is big and it causes wallbounce on hit, allowing for all kinds of followups.
  • Great damage output due to his supers as well as his corner combos being incredibly strong due to his previously mentioned S buttons.
  • One of the better DHC Supers, as some characters can get air Dragon Rush off of it if timed correctly.
  • Multiple moves that leave him airborne and recover in the air give him more options for blockstun mix-ups than the rest of the cast, with 5LLL, 236L~M, and 236[S] being the main options.
  • One of the most flashy fighters in the game, has plenty of options to style on opponents.
  • 214S looks really cool.
  • Chad royal blue hair.
  • Tall hurtbox, making him a bit of an easy target to some moves.
  • Blockstrings have many gaps in them, making them weak to reflects or reversals. His 5LLL is completely vulnerable to 2H on block. Because of this, he can be a little reliant on assists for blockstrings, which can be an issue depending on team composition.
  • Stardust Fall, while a great air ender, gives Gogeta absolutely no oki afterwards, which can be a bit of an issue for his pressure game. The only super Gogeta has that leaves him relatively close to the opponent is 236HS, meaning that his post-super pressure options can be a bit limited, leaving you to save them exclusively for kills.
  • His lows are weak. His fastest low is an 11 frame start up light giving him the worst of both worlds. It has the slower startup of mediums and the low damage of lights.
  • Bad startup and ending frames on many of his normals. This also means he's very easy to Guard Cancel, meaning his pressure can be hard to make work sometimes.
  • Normals hitboxes (including the autocombo) are pretty mediocre for a character his size.
  • Has to do that weird dance to fuse.


Normal Moves

5L
5L
DBFZ Gogeta 5L.png
DBFZ Gogeta 5LL.png
DBFZ Gogeta 5LLL.png
Template:AttackDataHeader-DBFZ
5L
  • Fastest and safest normal.
5LL
  • Launches on ground hit.
  • Has enough hitstun to combo into j.DR or 6M.
5LLL
  • Sides switches on hit or block, pulls the opponent out of corner.
  • Stays airborne afterward, recovers midway through.
  • Huge gap between 5LL and 5LLL, enough to be jabbed out or 2H'd.
  • On block, can cancel into SD early to stay same side.
5M
5M
DBFZ Gogeta 5M.png
I kicked me height
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  • High reach.
5H
5H
DBFZ Gogeta 5H.png
nudge nudge
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  • At long range, Gogeta will teleport closer.
  • Doesn't have invulnerability, but it can sometimes go through things.
5S
5S
DBFZ Gogeta 5S.png
ORIGINAL MOVE ATTACK
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  • Beam property.
  • Small wall bounce.
2L
2L
DBFZ Gogeta 2L.png
The inferior Gordeau Slide.
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  • Slides forward.
  • Launches on hit like a 2M.

Catches backdash after a blocked Vanish, while 2M doesn't.

2M
2M
DBFZ Gogeta 2M.png
Goin' down the water slide!
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  • Long range for a 2M.
2H
2H
DBFZ Gogeta 2H.png
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  • Recovers on his way down.
2S
2S
DBFZ Gogeta 2S.png
First time in this game galick gun is not a super
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  • Beam property.
  • Causes a big ground bounce.

2S > SD isn't a true blockstring, but the gap is small enough that 2H attempts will be stuffed.

6M
6M Template:AttackDataHeader-DBFZ
  • Universal overhead.

5LL > 6M can link into another 5L in the corner. Making this one of the few 6Ms that are solo comboable.

j.L
j.L
DBFZ Gogeta jL.png
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  • Both j.L and j.M are good for fuzzy thanks to their low angles.
j.M
j.M
DBFZ Gogeta jM.png
Thanks for the move, Piccolo.
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  • Triple overheads.

j.LLL won't come out until j.LL lands all 3 hits.

IAD j.M does enough blockstun to true string into rising j.L on big characters.

j.H
j.H
DBFZ Gogeta jH.png
Thanks for the move, Vegeta.
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5LLLLLLL
j.H
  • Kicks half screen forward.
  • Big wall bounce on Smash hit.
j.S
j.S
DBFZ Gogeta jS.png
Thanks for the move, Goku.
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  • Beam property.
  • Small wall bounce.
j.2H
j.2H
DBFZ Gogeta j2H.png
f o o t d i v e
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  • Smash on air-to-air.
  • Causes a sliding knockdown on Smash hit.
  • Ground hit, the opponent can tech immediately.

Pretty solid finisher for a combo anywhere if you're not totally sure how to end it, since it combos from j.M very easily midscreen, and j.H in the corner. It also leaves Gogeta very close to the opponent for some oki if you want it. He's got better sliding knockdown enders, but this isn't a bad one to fall back on should you need it.

j.2S
j.2S
DBFZ Gogeta j2S.png
Also it's blue for some reason
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  • Beam property.
  • Causes a big ground bounce.
  • Adds 10f landing recovery.

Special Moves

Soul Strike
Soul Strike
236L/M/H (Air OK)
DBFZ Gogeta SoulStrike.png
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  • Followups come out even on whiff.
  • Only ground L rekka on hit keeps grounded opponents standing. The others launch on hit.
  • Ground rekka doesn't have head property, air rekka does.
  • Midscreen range: Air H > Ground H > Ground M > Ground L = Air L > Air M
Ground L
Air L
  • Strikes half screen forward.
Ground M
Air M
  • Reels back before the attack. Performing this with his back against the wall gives significantly better range than midscreen.
  • Can cancel into H followup during startup.
Ground H
Air H
  • Each hit automatically does its next followup on hit, block, or reflect.
  • Last hit causes a ground bounce, Smash hit adds sliding knockdown. After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit for conversion.
Soul Strike Follow-up 1
Soul Strike Follow-up 1
Soul Strike L/M > L/M
DBFZ Gogeta SoulStrikeFollowup1.png
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L
  • Ground version recovers on the ground.
M
  • Recovers in the air.
  • Leaves a gap from any 236X or j.236X.
Soul Strike Follow-up 2
Soul Strike Follow-up 2
Soul Strike Follow-up 1 > L/M/H or Soul Strike L/M > H
DBFZ Gogeta SoulStrikeFollowup2.png
DUNK 'EM
DBFZ Gogeta RisingVortex3.png
H Automatic Follow Up
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  • Auto-corrects.
  • Range: L > M > H
L
  • Causes a short sliding knockdown on Smash hit.
M
  • Causes a ground bounce, Smash hit adds sliding knockdown.
  • Hits below Gogeta.
  • Leaves a gap from any 236X~X or j.236X~X
H
  • Causes a ground bounce, Smash hit adds sliding knockdown.
  • After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit for conversion.

236L~H and 236M~H are both fast overheads that cannot be anti-air'd. 236L~H is 25f, 236M~H is 26f, but at close range the opponent can block 236L before the H comes out, which doesn't happen to 236M.

Rising Vortex
Rising Vortex
214L/M/H (Air OK)
DBFZ Gogeta RisingVortex.png
L/M/Air H
DBFZ Gogeta RisingVortex2.png
Ground H
DBFZ Gogeta RisingVortex3.png
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  • On hit, 236M/H and j.236M/H do an extra kick at the end.
  • Smash on that last hit.
Ground L
Air L
  • Frame 1 Anti-Air.
Ground M
Air M
  • Frame 1 full invul.
  • Goes slightly further than L versions.
  • Smash hit wall bounces, can link into j.H even midscreen.

Midscreen can also link into airdash j.236L.

Ground H
Air H
  • Frame 1 full invul.
  • Ground version does a gut punch, air version is a faster j.214M
  • Both versions switch sides, causes a big wall bounce on Smash hit.
Multiplex Afterimage
Multiplex Afterimage
236S (Air OK)
DBFZ Gogeta MultiplexAfterimage.png
we Naruto now
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Attack
Feint
  • Can only be done once in the air.
  • Fully invulnerable from frame 6-10 while Gogeta is invisible.
  • Does a tracking j.2H on block or hit, causes a ground bounce. Smash even on grounded hit and adds sliding knockdown.
  • Hold Template:4 to use j.S clone, Template:6 to use j.2S clone. Hold S to feint, can also choose which clone to warp to.
  • During startup, the bottom clone is always the real one. Hitting fake ones will cause them to disappear.
  • 5S clone true string into the dive kick, making it safe even at point blank.
  • j.2S clone's beam pops the opponent up like a typical beam instead of ground bounces.
  • Performing this at jump height will still give the ground version, so j.236S4 never hits grounded opponent. Near ground j.236S into 5S clone counts as landing, regaining your air options.

Can super jump install into an airborne clone, retains super jump's momentum control.

Punisher Drive
Punisher Drive
214S
DBFZ Gogeta PunisherDrive.png
psh....nothin personnel kid....
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  • Full screen command grab, max range startup is 32.
  • All assists immediately leave the screen on hit, also can't call any assist until after recovery.
  • On hit, leaves Gogeta point blank behind the opponent, keeps grounded opponent standing.
  • Whiffs on airborne. Can still hit airborne opponent mid-combo, causes sliding knockdown.
  • Only hits once per combo, like most command grab.

What seems like it would be an incredibly strong move is only just okay for Gogeta. A full screen command grab is good, and it can easily catch people off guard or be setup into easily. However, Gogeta can't combo off of this command grab without spending resources (he can pop Spark to get big damage and even ToD, vanish for a good but scaled followup, or just cancel into super) as he recovers too slowly to really do anything. He can maybe go for some mixups by faking out with a 2L/2M or something similar, but the reward off this isn't as huge as one would think if you do not have the resources available, or do not want to burn them. With these things available it is incredibly strong, but your opponent may realize what you are doing and this will become hard to land. Still a strong move, but not as good as it would seem initially.

Z Assists

Assist A
Super Dash Kick
Assist A Base Goku assist on wheels
Template:AttackDataHeader-DBFZ
  • Big wall bounce. Enough for GT Goku to combo into Spirit Bomb from midscreen.
  • Has head property.

Really good. Has a good amount of blockstun and sets up a ton of utility for many characters, such as midscreen snap setups. It's got pretty good range too, the only downside to it being it's rather slow, so you can't just throw it out whenever you please - and using it in combos can be tricky if you don't have the timing down completely. Regardless, Gogeta's assist is very good for what it can do for a majority of the cast, and is one to be feared.

Assist B
Rising Vortex
Assist B
DBFZ Gogeta RisingVortex.png
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Assist C
Galick Gun
Assist C
DBFZ Gogeta 2S.png
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Gogeta teleports to the opponent and 2S's them in the face.

Super Moves

God Punisher
God Punisher
236L+M
DBFZ Gogeta GodPunisher.png
DBFZ Gogeta GodPunisher2.png
DBFZ Gogeta StardustBreaker.png
Check out this cool orb i can make
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God Punisher
Stardust Breaker
Hold L/M/H/S on hit
  • Minimum Damage: 821 (425 additional damage for the 1 bar follow up)
  • Leaves Gogeta almost full screen away from the opponent after it connects, giving him no oki.
  • Unscaled God Punisher is the year his movie came out.
Stardust Fall
Stardust Fall
j.236L+M
DBFZ Gogeta StardustFall.png
Makin it rain
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  • Causes sliding knockdown, though he doesn't get any oki from it.
  • Good for DHCs as it puts the opponent from the air to the ground.
  • Minimum Damage: 750

Decent air ender for when you don't have SKD available.

Big Bang Kamehameha
Big Bang Kamehameha
236H+S (Air OK)
DBFZ Gogeta BigBangKamehameha.png
Big Bang.... Kamehameha!
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Ground
Air
  • This is his DHC.
  • Lasts long enough that some characters can get a Dragon Rush off of it when they DHC in after this super, such as Nappa. Also sets up Base Goku's Spirit Bomb.
  • Minimum Damage: 827
Meteor Explosion
Meteor Explosion
214L+M or 214H+S
DBFZ Gogeta MeteorExplosion.png
S T A N C E
DBFZ Gogeta MeteorExplosion2.png
DBFZ Gogeta UltimateKamehameha.png
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Meteor Explosion
Ultimate Kamehameha
Hold L/M/H/S on hit
  • Minimum Damage: 1790 (964 additional damage for the lvl 5 extension)
  • Level 5 extension puts Gogeta full screen's length away from the opponent.

Great damage for a Level 3, especially with a meterburn option available. He doesn't get much, if any oki off of this when it connects though, and he gets barely any if you do the level 5 extension. Still, it's good to use just for damage alone, and is especially good for securing a kill.

Navigation

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.

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