DBFZ/SSB Gogeta/Combos

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 Gogeta (SSGSS)
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+L 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 To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. 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. = Jumping/Aerial
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
IAS = Instant Air Special
[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
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)

Combo Theory

Gogeta is a combo god, having a lot of powerful starters, amazing corner carry, easy confirms and explosive damage. This combo theory will go through Gogeta's most common starters, his most useful combo tools and his combo enders.

Common Starters

  • 2L/j.M: Both of this normals are common Gogeta starters since they are part of his strong high/low 50/50s. Both are scaled starters, so the damage won't be stellar, but they can be optimised to get the most of them.
  • 5L: Gogeta's jab and one of his only two safe normals, easy to land it as a starter since Gogeta staggers rely on this move. Has plenty of combo routes and even some ToDs.
  • 2M: The favorite normal of all Gogeta players, there's only pain for your opponent if you hit them with it. Medium starter, has use in neutral, is part of his anti-reflect strings, Reflect > 2M is practically a guaranteed punish/turn taker at worst, you want and you will land this normal.

Combo Extensions

  • 214M/j.214M: Gogeta's DP doubles has his most common combo extender. Has Smash property, great corner carry, and combined with his BBKDBFZ Gogeta BigBangKamehameha.pngGuardAllStartup10+4RecoveryAdvantage-33, gives Gogeta Super Spirit BombDBFZ Goku SuperSpiritBomb.pngGuardAllStartup7+1RecoveryAdvantage-11 synergy.
  • j.2H: Formerly the worst Gogeta air normal and one of his worst tools, the love it recieved after some patches turned it into an incredibily strong tool. This is because now, j.2H gives Gogeta rejumps on demand, increasing his damage and corner carry.
  • 236H/j.236H: Useful for 5S and same side j.2S confirms. Big wallbounce on hit, high damage extender and allows Gogeta to get SKD even if Smash SKD has been already consumed.

Combo Enders

  • 236L~L~L: This is Gogeta's most common ender in midscreen. 0 oki on hit, but gives SKD.
  • j.2H: j.2H allows to end combos midscreen to get better oki than 236L~L~L.
  • j.236L/M~M~M: Gogeta's most common combo ender in corner. Good SKD, allows him to set oki and groundbounces to call an assist and combo into DR/j.DR.


Midscreen

5L/2L starter

Combo Damage Meter Gain Works on: Difficulty Notes
5L > 5LL > 2M > 5M > jc > j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)j.2H/j.236L~L~L 3500/3615 ~0.5/0.5 All [1] Very Easy Basic BnB. Ending with j.2H gives far better oki.
2L > 5L > 5LL > 5M > jc > j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)j.2H/j.236L~L~L 3320/3435 ~0.5 All [2] Easy Alternative BnB combo from 2L. You can't get as many mediums in the combo because of how 2Llaunches.
2L > delay 5L > 5LL > delay 5M > sjc > j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)j.2H/j.236L~L~L 3320/ - 1.2 All [3] Medium 2L sideswitch combo. Sideswitches after 5M. Only works with point blank 2L .
5L > 5LL > IAD j.M(3)j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)j.2H/j.236L~L~L 2302 0.45 All [2] Easy IAD rejump from 5LL. More corner carry and can be combined with other combo pieces like j.214M or j.2H rejumps.
5L > 5LL > 2M > 5H > SD > j.LL(3) > djc > j.LL(3)j.2H/j.236L~L~L 3200/ - 0.8 All [3] Medium 5H route.
5L > 5LL > 2M > 5H > dl.SD > 66j.M(1) ▷ 669 j.LL(3)2S > SD > j.LL(3) > djc > j.LL(3)j.2H/j.236L~L~L - / - - - [3] Medium 5H rejump route.

5M/2M starter

Combo Damage Meter Gain Works on: Difficulty Notes
2M > 5M > jc > j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)j.2H/j.236L~L~L 3820/3974 0.49/0.5 All [1] Very Easy The BnB, with a starter flavor.
2M > 5M > jc > j.LL(3) > j.214M > j.H > j.S2S > SD > j.LL(3) > jc > j.LL(3)L > j.S > j.236M~M~M 4967 0.75 All [1] Very Easy Adding j.214M adds a lot of corner carry, making this Gogeta's most easy midscreen to corner route. Be aware of delaying the SD, cause it's possible to drop it.
2M > 5M >> sjc > j.M(3)j.LL > jc > j.LL(3)j.2H ▷ dl.SD > 66j.M(1) ▷ 669j.LL(3)2S > SD > j.LL(3) > jc > j.LL(3) > j.214M > DR 4839 +1.9 All Hard The infamous j.2H rejump. Press and hold SD until Gogeta lands, dash and hit ONLY the first hit of j.M, and then release the SD to do the dashjump.
2M > 5H > dl.SD > 66j.M(1) ▷ 669 j.LL(3)2S > SD > j.LL(3) > djc > j.LL(3)j.2H/j.236L~L~L -/4593 1.4 All [3] Medium The other Gogeta rejump, but with a M starter flavor.

Metered

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 [2] 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 [2] Easy #1. Post vanish extensions. (Damage from 5S)
..vanish, dash 2L > 5L > 5LL > jc > j.LL(3) > djc > j.LL(3) > 2H 2415 -1 All [2] 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 [2] Easy #3. Optimal post vanish.
..djc j.LL(3)L > j.214M > vanish.. 4280+ -1 All [1] 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 [2] Easy #1.
...vanish > j.236M (whiff), j.LL(3) > j.236L ~ L ~ L 4841 -1 All [2] Easy #2.
...vanish > delay j.236M ~ M ~ M 4625 -1 All [2] Easy #3. Optimal post air vanish extension. Strict timing in high HSD combos.

Notes

Corner

Meterless

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 [2] Easy #1. Corner BnB. Use these if confirming off of 2L. Skip j.S or j.H in high HSD combos.
2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM 4982 1.3 All [2] Easy #2.
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 [2] Easy #3. Most meter gain. Works from round start 2M.
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 [3] Medium j.H rejump off of 5M. Hard to confirm so use this as a punish combo.
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 [3] Medium #1. IAD j.M confirm.
IAD j.M(3) ▷ 5L > 5M > 2M > 5H > 5S > 2S > SD > j.LL(3) > djc > j.LL(3)LS 3540 1.5 All [2] Easy #2. Easy mode combo.
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 [3] Medium #3. 5H rejump. Works at round start.
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 [3] Medium #4. IAD j.M swag combo.
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 [3] Medium #5. 6M , 5L link.
2M > 5M > jc > j.M(3) > djc > j.M(3) > j.214M , j.DR 3590 0.75 All [1] Very Easy Meterless DR for solo snapback.

Metered

Combo Damage Meter Gain Works on: Difficulty Notes
...djc > j.LL(3) > j.236H(4) > delay vanish , DR... ? -1.5 All [2] Easy Keep the corner with j.236H into a ground DR.
...djc > j.LL(3) > j.214H > delay vanish , j.DR ? -1.5 All [2] Easy Keep the corner with j.214H into a DR.

Notes

Sparking

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 [2] 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.
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 [2] 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.
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 [3] 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.
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 [3] 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.
2M5HS > 236H > SPARKING! > 5LLL > SD > jLLjcLLL > j236H > Vanish ▷ [DR] > 214L+M > Hold L+M Corner 9304 or TOD -6.80 All [1] Very Easy Bardump Limit Break TOD
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 [3] 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.
2M > 5H > 236H > [Vanish] > j236H(3) ▷ 214L+M > Hold L+M Anywhere 8582 -7 All [2] Easy High damage combo in Limit Break that kills with added sparking.

Notes

Assist Extensions

Combo Position Damage Meter Gain Works on: Difficulty Notes
... j.236XMM > Assist > DR > 214M > Super Corner ? ? All [2] 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 [3] Medium Harder than the above combo, but good if you started your combo with Dragon Rush.
... j.236XMM > Assist > 2S > j.5S > j.214M > Super Corner ? ? All [3] 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 [2] Easy Useful only if it's going to kill.

Notes

Gogeta gets most of his assist extensions at the end of his combos.

Misc

Video Examples

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