DBFZ/SSB Gogeta/Frame Data

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 Gogeta (SSGSS)

Glossary

How do I read frame data?

Frame Data Glossary  
Smash Some attacks can trigger cinematic hit with different properties. This notes which type of cinematic (Smash) the attack possesses.
Smash
U Up Smash
U+ Up Smash that can trigger D+ Smash
D Down Smash
D+ Down Smash that requires hitting with U+ Smash earlier in the combo
V Vanish
1 Only triggers if no Smash of the same type has been used
2 Triggers even if the same type has been used, but only once
3 Always triggers
Prorate How much proration this attack has. Noted as initial proration % + how many "steps" it proceeds down the scaling table.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. Landing while in blockstun adds an extra 4 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


Attack Level Values
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4
Hitstun (Ground Hit) 14 16 18 20 22
Untechable (Air Hit) 14 16 18 20 22
Blockstun (Ground) 11 11 15 15 15
Hitstop 6 8 11 14 16
  • Air blocking adds 2F of blockstun
  • Landing while in blockstun adds an extra 4F of blockstun
For more values, see DBFZ/Frame Data


System Data

Normal Moves

input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
5L 400×2 All 6 3(6)3 14 -3 1, 2
5LL 700 All 11 3 21 -10
5LLL 1000 U3+ High 26 4 26 -5
5M 700 All 11 3 21 -8
5H 850 / 400,600 U1 All 13 [14~18] 3 26 -13 [8-9~13 Assist Intangible]
5S 900 All 18 17 33 -24
2L 500 Low 9 6 15 -5
2M 700 Low 12 8 21 -13
2H 850 U1+ All 13 6 30 -20
2S 900 All 26 Total 75+10L -28
6M 850 High 24 6 10 0
j.L 400 High 6 6 11
j.M 400×3 High 10
j.H 850 U1 [D3+] All 13
j.S 900 All 18 Total 67+10L
j.2H 850 D1 High 18 -5
j.2S 900 All 18 Total 71+10L

Special Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L L Soul Strike 650 All 12 -8
236M M Soul Strike 700 All 17 -8
236H H Soul Strike 750×2,900 / 750×2,900,400 D1, U1 All×2, High 13 -5
j.236L Air L Soul Strike 650 All 12
j.236M Air M Soul Strike 700 All 17
j.236H Air H Soul Strike 750×2,900 / 750×2,900,400 D1, U1 All×2, High 13
236X > L L Soul Strike Follow-up 650 All 10 -8
236X > M M Soul Strike Follow-up 700 All 16 -8
236X > X > L L Soul Strike Finisher 850 D1 High 14 -5
236X > X > M M Soul Strike Finisher 900 D1 High 17 -5
236X > X > H H Soul Strike Finisher 900 / 900,400 D1, U1 High 12 -5
214L L Rising Vortex 150×3, 600 All 9 -32
214M M Rising Vortex 150×5 / 150×5,1000 U1+ All 16 -42
214H H Rising Vortex 1000 / 550,1000 U1+ All 9 -22
j.214L Air L Rising Vortex 150×3, 600 All 9
j.214M Air M Rising Vortex 150×5 / 150×5,1000 U1+ All 12
j.214H Air H Rising Vortex 150×7 / 150×7,1000 U1+ All 9
236S Multiplex Afterimage 262×5, 500 D1 All×5, High 34 +2
236[S] Multiplex Afterimage (Feint) Total 45
214S Punisher Drive 180×5, 1188 U2+ Throw 25

Z Assists

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
Assist A Super Dash Kick 800 All 30 +29 +29
Assist B Rising Vortex 19 +21 ~ +35 21
Assist C Galick Gun 45 [20] +27 31

Super Moves

input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
input name damage smash prorate guard startup active recovery onBlock invuln level blockstun groundHit airHit
236L+M God Punisher 2018 UDV All 10+4 -24
236L+M > X Stardust Breaker 1214 UDV
j.236L+M Stardust Fall 2380 UDV All 9+4
236H+S Big Bang Kamehameha 285×9, 307 UDV All 10+4 -33
j.236H+S Air Big Bang Kamehameha 285×9, 307 UDV All 10+4
214L+M Meteor Explosion 4354 UDV All 10+3 -29
214L+M > X Ultimate Kamehameha 2000 UDV

Z Combo Table

Ground Z Combo
L M H S Cancel
5L[2] 5LL[+], 2L 5M, 2M, 6M 5H, 2H 5S, 2S DR, Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L[2] 5L 5M, 2M, 6M 5H, 2H 5S, 2S Sp
5M - 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H 5S, 2S Sp
6M - - - - -
5H - - 2H 5S, 2S Sp
2H - - - - Sp
5S - - 5H, 2H 2S Sp
2S - - j.2H j.S Sp
Air Z Combo
L M H S Cancel
j.L[2] j.L, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S Sp
j.2H - - - - Sp
j.S[5S] - - j.2H j.2S Sp
j.2S[2S] - - j.2H j.S Sp
  • 5L and 2L can only be done a max of 2 times per string total
  • 5L can only cancel into normals and DR on the last hit
X = X is available on hit or block
X[-] = X is only available on hit
X[+] = X is available on hit, block, or whiff
X[#] = X can be used # times per string (Default is 1)
X[Y] = X can't be used if Y has been used in the string
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge

Sources

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To edit frame data, edit values in DBFZ/SSB Gogeta/Data.
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