Gogeta (SSGSS)
Combo Notation Guide | Character Name Abbreviations |
- Numbers represent direction on a keyboard numpad. For example,
+ 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 the previous move into the following move.
- ->/~ = Cancel 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. = Jump
- 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
- WS = Wall Stick/Wall Splat
- [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
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- 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)
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Midscreen[edit]
Meterless[edit]
Combo |
Damage |
Meter Gain |
Works on: |
Difficulty |
Notes
|
2M > 5M > jc > j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)2H |
3820 |
0.95 |
All |
Very Easy |
Basic midscreen BnB, j.2H ender gets good oki.
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...djc > j.LL(3)L > j.236L~LL |
4111 |
1.15 |
All |
Very Easy |
Alternate ender for damage. Skip j.H in high HSD.
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2L > 5L > 5LL > 5M > jc > j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)2H |
3320 |
1.14 |
All |
Easy |
Alternate combo from 2L. You can't get as many mediums in the combo because of how 2L launches, so this is as good as it gets.
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2L > delay 5L > 5LL > delay 5M > sjc > j.LLL > SD > j.LL(3) > djc > j.LL(3)2H |
3320 |
1.2 |
All |
Medium |
2L sideswitch combo. Sideswitches after 5M. Only works with point blank 2L.
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5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > djc > j.LL(3)2H |
3200 |
0.8 |
All |
Medium |
5H rejump. More strict timing then average. Gives amazing corner carry and supplements his corner combos allowing for a second superdash.
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5L > 5LL > jc > j.DR |
2302 |
0.45 |
All |
Easy |
Meterless solo DR for snapback.
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Metered[edit]
Combo |
Damage |
Meter Gain |
Works on: |
Difficulty |
Notes
|
2M > 5H > 214S > vanish , dash 2L > 2M > 5M > jc > j.LL(3) > djc > j.LL(3)2H |
5054 |
-1 |
All |
Easy |
Grounded vanish extension. Does more damage then a basic midscreen BnB into lv1.
|
...vanish , dash 2L > 2M > 5M > jc > j.LL(3) > djc > j.LL(3)2H |
2395 |
-1 |
All |
Easy |
#1. Post vanish extensions. (Damage from 5S)
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...vanish , dash 2L > 5L > 5LL > jc > j.LL(3) > djc > j.LL(3)2H |
2415 |
-1 |
All |
Easy |
#2. More damage then above. May be less consistent.
|
...vanish , dash 5L > 5LL > 5LLL > SD > j.LL(3) > djc > j.LL(3)2H |
2535 |
-1 |
All |
Easy |
#3. Optimal post vanish.
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...djc j.LL(3)L > j.214M > vanish... |
4280+ |
-1 |
All |
Very Easy |
Example combo for air vanish extensions below. Does less damage then 236LLL but doesn't use smash property.
|
...vanish > j.236S[4] |
4550 |
-1 |
All |
Easy |
#1.
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...vanish > j.236M (whiff) , j.LL(3) > j.236L ~ L ~ L |
4841 |
-1 |
All |
Easy |
#2.
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...vanish > delay j.236M ~ M ~ M |
4625 |
-1 |
All |
Easy |
#3. Optimal post air vanish extension. Strict timing in high HSD combos.
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Meterless[edit]
Combo |
Damage |
Meter Gain |
Works on: |
Difficulty |
Notes
|
5M > 2M > 5S > 2S > j.214M , j.HS2S > SD > j.M(3) > djc > j.MHS > j.236M ~ M ~ M |
5022 |
1.3 |
All |
Easy |
#1. Corner BnB. Use these if confirming off of 2L. Skip j.S or j.H in high HSD combos.
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2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM |
4982 |
1.3 |
All |
Easy |
#2.
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2M > 5M > jc > j.LL(3) > j.214M , j.HS2S > SD > j.LL(3) > jc.LL(3)LS > j.236M~MM |
4847 |
1.4 |
All |
Easy |
#3. Most meter gain. Works from round start 2M.
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5M > 2M > SD > j.H ▷ 5L > 5LL > 5M > sjc > j.M(3)LL > djc > j.LL(3)LS2S > SD > j.LL(3) > j.236L ~ M ~ M |
5237 |
1.6 |
All |
Medium |
j.H rejump off of 5M. Hard to confirm so use this as a punish combo.
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IAD j.M(3) ▷ 5L > 5LL > jc > j.H ▷ 5L > 5LL > 5M > sjc > j.M(3)LL > djc > j.LL(3)LS2S > SD > j.LL(3) > j.236L ~ M ~ M |
3790 |
1.75 |
All |
Medium |
#1. IAD j.M confirm.
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IAD j.M(3) ▷ 5L > 5M > 2M > 5H > 5S > 2S > SD > j.LL(3) > djc > j.LL(3)LS |
3540 |
1.5 |
All |
Easy |
#2. Easy mode combo.
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IAD j.M(3) ▷ 5L > 5M > 2M > 5H > delay SD > airdash j.M ▷ dash jump > j.LL(3) > djc > j.LL(3)LS2S > SD > j.LL(3) > j.236L ~ M ~ M |
3650 |
1.75 |
All |
Medium |
#3. 5H rejump. Works at round start.
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IAD j.M(3) ▷ 5L > 5LL > IAD j.M(3) ▷ 5M > sjc > j.M(3)LL > j.LL(3) > j.S > j.214M , j.HS > SD > j.LL(3) > j.236L ~ M ~ M |
3685 |
1.75 |
All |
Medium |
#4. IAD j.M swag combo.
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IAD j.M(3) ▷ 5L > 5LL > 6M , 5L(2) > jc > j.LL(3) > j.214M , j.HS2S > SD > j.LL(3) > djc > j.LL(3) > j.236L~ M ~ M |
3740 |
1.75 |
All |
Medium |
#5. 6M , 5L link.
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2M > 5M > jc > j.M(3) > djc > j.M(3) > j.214M , j.DR |
3590 |
0.75 |
All |
Very Easy |
Meterless DR for solo snapback.
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Metered[edit]
Combo |
Damage |
Meter Gain |
Works on: |
Difficulty |
Notes
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...djc > j.LL(3) > j.236H(4) > delay vanish , DR... |
? |
-1.5 |
All |
Easy |
Keep the corner with j.236H into a ground DR.
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...djc > j.LL(3) > j.214H > delay vanish , j.DR |
? |
-1.5 |
All |
Easy |
Keep the corner with j.214H into a DR.
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Sparking[edit]
Combo |
Position |
Damage |
Meter Gain |
Works on: |
Difficulty |
Notes
|
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5H > 5S > jc.HS2S > jc.HS2S > j.236MMM |
Corner |
6526 |
~2.13 |
All |
Easy |
Bread and butter sparking loop starter in the corner. Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios.
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2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5S > jc.HS2S > jc.HS2S > SD > j.LL > j.236LMM |
Corner |
6565 |
~2.90 |
All |
Easy |
Modified corner starter. Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of.
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2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5H > 5S > JC > j.H > j.S > j.2S > IAD > j.H > j.S > j.2S > 236M > A1 > DR > A2 > 236S > 214L+M > Hold L+M |
Corner |
~7392/~9174/TOD |
~3.40/~0.40/~-1.60 |
All |
Medium |
First assist needs high horizontal hitstun, second needs to be a fast launch. Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health.
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2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5H > 5S > jc.5MHS > SD > j.5LL > jc.5LLL > 236H > Very slightly delay Vanish > DR ▷ 214L+M |
Corner |
9053 |
-1.60 |
All |
Medium |
High damaging combo. If you want this to TOD, either spend 2 more bar for the finisher, or deal exactly 10000 damage in Limit Break.
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2M5HS > 236H > SPARKING! > 5LLL > SD > jLLjcLLL > j236H > Vanish ▷ [DR] > 214L+M > Hold L+M |
Corner |
9304 or TOD |
-6.80 |
All |
Very Easy |
Bardump Limit Break TOD
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5H > 214S > SPARKING! > , (run to other side of opponent so you're facing the wall) > 5L > 5M > jc.LLL > jc.HS2S > SD > j.LLL > j.236LMM > A1 ▷ S > 214M > A2 > [DR] ▷ 236 S+H > Other supers. |
Midscreen |
TOD |
~0.90 |
All |
Medium |
0 bar, 1 meter positive Round start TOD, A1 needs average hitstun and can't launch them too high, A2 needs to be a tracking assist that keeps the character in place (Gotenks tien etc). Depending on what supers and assists you use you may need to spend an extra bar for a lvl 2, but it certainly works with Tien as A2.
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2M > 5H > 236H > [Vanish] > j236H(3) ▷ 214L+M > Hold L+M |
Anywhere |
8582 |
-7 |
All |
Easy |
High damage combo in Limit Break that kills with added sparking.
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Assist Extensions[edit]
Combo |
Position |
Damage |
Meter Gain |
Works on: |
Difficulty |
Notes
|
... j.236XMM > Assist > DR > 214M > Super |
Corner |
? |
? |
All |
Easy |
Your go-to. The super you use depends on the DHC you want to call in afterwards.
|
... j.236XMM > Assist > 214S > Super |
Corner |
? |
? |
All |
Medium |
Harder than the above combo, but good if you started your combo with Dragon Rush.
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... j.236XMM > Assist > 2S > j.5S > j.214M > Super |
Corner |
? |
? |
All |
Medium |
Max damage combo finisher. Some assists allow this even if j.236XMM doesn't ground bounce, which is when it shines.
|
... DR > Assist > 236S/214S > Super |
Corner |
? |
? |
All |
Easy |
Useful only if it's going to kill.
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Gogeta gets most of his assist extensions at the end of his combos.
Video Examples[edit]
https://www.instagram.com/p/B3Qc81Rgg2w/
Sparking TOD
Navigation[edit]
Gogeta (SSGSS)
Click [★] for character's full frame data