< DBFZ | SSB Gogeta
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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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 BBKGuardAllStartup10+4RecoveryAdvantage-33, gives Gogeta Super Spirit BombGuardAllStartup7+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
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