DBFZ/SSB Gogeta/Strategy

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 Gogeta (SSGSS)


General Tactics

Gogeta is a big button rushdown character with a vast toolkit and explosive damage. Gogeta is the definition of "high risk/high reward". All of his tools carry great risk, so proper knowledge of when to use them is crucial to avoid getting punished continuously. To make for his bad frame data, any stray hit can be converted into damage with a good amount of corner carry. His neutral revolves around either whiff punishing and counterpoking with 2M and 5H, or counterzoning with 5S > 236H. Once he gets up close, he can keep the opponent guessing with a multitude of mix-up options and stagger pressuring, and hitting the opponent can be converted into a easy 3K damage combo, if not outright KOing them with his easy and reliable Touch of Death A single combo that will defeat the opponent even from full health. combos. When defending, Rising VortexDBFZ Gogeta RisingVortex.pngGuardAllStartup16RecoveryAdvantage-42 is an invaluable asset, with 214H in particular switching sides and leading into a full combo, reversing momentum instantly.

Team positioning

Point

By far Gogeta's best position. Having two assists available makes up for his committal neutral and turns his pressure into a nightmare.

Mid

There is a case to be made on Gogeta Mid, mainly to have a character build meter for him and active tag him during a combo, his assist selection isn't the worst as Gogeta's A and C assists provide great support value, so putting him here can be a better option depending on the team. He still has one assist available to help him either pin down or open up opponents.

Anchor

Without any assists to back him up, Gogeta will struggle in both neutral and pressure, and will frequently have to resort to using Vanish to keep himself safe. However, this allows his other two characters to use his assists for longer, and being the last character increases his already ridiculous damage.

Evaluate the trade-offs carefully.

Picking Teammates

Since his combos are mostly self-sufficient, Gogeta will benefit the most from neutral-oriented assists (like beams or invincible attacks), or from high-blockstun assists. Any character that appreciates the utility assists A and C provide also makes for a good teammate. Some good examples are:

 Vegito: The double fusion shell, the synergy between this two characters is incredible. Gogeta benefits greatly from Vegito's A AssistDBFZ Vegito SplitFingerShot.pngGuardAllStartup25RecoveryAdvantage+20 ~ +24, since it covers him in neutral, covers his mix-ups and the high hitstun often guarantees a combo.

 Goku: One of the best anchors in the game, Baseku grants Gogeta a high blockstun assist to cover his most sophisticated mix-ups and set-ups. Gogeta's level 1, Big Bang KamehamehaDBFZ Gogeta BigBangKamehameha.pngGuardAllStartup10+4RecoveryAdvantage-33 has Super Spirit BombDBFZ Goku SuperSpiritBomb.pngGuardAllStartup7+1RecoveryAdvantage-11 synergy.

 Android 17: A17's A AssistDBFZ Android17 ReverseGear.pngGuardAllStartup40RecoveryAdvantage+35 is not only one of the strongest defensive assists in the game, but also doubles as one of the strongest options for Gogeta, since it covers his most used mix-up perfectly (explained below), effectively reducing the risk of Gogeta's options while also incrementing his already high reward on hit.

Assist Selection

  • A Assist: Gogeta performs his j.H close to the ground. It's moderately fast, reaches fullscreen and gives a wallbounce on hit, allowing for easy extensions and finishing combos with grounded DR. With average blockstun (29 frames), it's Gogeta's most popular assist.
  • B Assist: Gogeta uses his 214L that has variable blockstun. Depending on how close it's blocked, it goes from 19 to 26 frames of blockstun. It works as a worse  Gohan A AssistDBFZ AdultGohan JetUppercut.pngGuardAllStartup18Recovery64Advantage+29, since it was blessed with massive hitstun and launches high on hit, so it gives combo extensions and anti-air versatility.
  • C Assist: Gogeta blasts the opponent with his j.2S and throws them to the ground afterwards. Tracks vertically and horitzontally and grants easy confirms, but C Assists are too flawed to be actually useful.

Neutral

Close range

Getting into the opponent's face

input damage guard startup active recovery onBlock invuln
5M 700 All 11 3 21 -8
5L 400×2 All 6 3(6)3 14 -3
2L 500 Low 9 6 15 -5
236L 650 All 12 -8

When Gogeta is close to the opponent, he can bully his way with big normals like 5L, 2L and 5M. Both 5L and 2L are Gogeta's only safe buttons, while 5M is unsafe on block. Using 2L in this distance is important due to its variable frame data, meaning that, the later it's blocked, the safer it gets. 5M works due to having more horitzontal range than expected, and hits high enough to scope an opponent trying to jump away. 236L can also work as a fast approach and can be staggered, but like 5M, it shouldn't be used for stagger pressure too often.

Mid range

Using the big pokes

input damage guard startup active recovery onBlock invuln
5H 850 / 400,600 All 13 [14~18] 3 26 -13 [8-9~13 Assist Intangible]
2M 700 Low 12 8 21 -13
236M 700 All 17 -8

Gogeta's best options in this range are 2M, 5H and 236M. Gogeta's 2M is probably his most defining normal, covering an insane amount of space is a short time. Be aware of its lengthy recovery and its short cancel window, cause if the time to cancel it into another normal is missed, Gogeta is -13 and left in front of the opponent. 5H is a fast poke with a deceptive teleporting animation when done spaced. Like any H normal, it has a lot of recovery and it's unsafe on block, but hitting the opponent with this normal is a death sentence, since it's Gogeta most common ToD starter. 236M is less used, but has great range and can be cancelled into 236M~M > Assist for his most common high/low mix-up.

Long range

Gogeta's most committal rage

input damage guard startup active recovery onBlock invuln
j.S 900 All 18 Total 67+10L
5S 900 All 18 17 33 -24
2M 700 Low 12 8 21 -13

Gogeta posseses moves like 5S/j.S, 2M and 214S to close the gap. In case they block a 5S, cancelling into 236H is a truestring that leaves Gogeta in front of the opponent at -5. Paired with an assist, Gogeta not only won the neutral but also got close enough to start his pressure. 214S is a fullscreen command grab with short recovery that can be used as a landing recovery scope. On hit, it will leave Gogeta in front of the opponent. Due to its special move nature, it can now be raw tagged for a full combo, or take advantage of the fact that it's +5 on hit and start running up the pressure. Remember that the opponent can vary their landings and adopt a more passive neutral, so it's important not to autopilot and seize properly the situation to make a proper use of Gogeta's tools.


Air-to-Air

j.L: A fast, downward hitting air jab with a great amount of uses. Catches Super Dashes easily and leads to a full combo.

j.M: Gogeta's best air normal. A little slower than j.L, but makes up for it since it's a multi-hitting normal than can beat practically any air approach.

Jump-in

j.M: Gogeta's j.M also doubles has his premiere jump-in, since all 3 hits are overheads. A delayed IAD j.M will only do 2 hits and whiff the third while touching the ground, cancelling all landing recovery and allowing Gogeta to go straight into a 2L.

Pressure

Once Gogeta gets in, he is able to abuse his myriad of options to open up the opponent. Due to his awful frame data on most of his normals, his stagger pressure is pretty limited.

Pokes

Gogeta stagger pressure is sumed up by two moves: 5L and 2L. Any other normal besides these two are unsafe on block. 5L is Gogeta's jab. It's different from most jabs since it's a double hitting one. On block, the second hit can't be jump nor special cancelled expect for 214S. A 214S cancelled immediately from 5L(1) has 26 frame startup. 2L is Gogeta's fastest low. Its ability to get safer the later it hits makes it useful when spaced out, though that's a rare ocassion. Gogeta's bad frame data implies having low blockstun and low pushback, meaning that it's difficult for Gogeta to space him out in comparison with characters like  SSB Vegito. 5M and 236L can both be used sparingly as pressure resets, since they are only -8 on block. His other normals, like 2M or 5H are useful for creating frametraps. The reward Gogeta can get from punishing an opponent mashing is quite high, so conditioning them with his safe pokes and frametrapping with his medium normals can allow Gogeta to stagger more freely from his -8 moves.

Rekka Pressure

Gogeta's rekka, Soul Punisher, is the core of Gogeta's pressure. Both 236L and 236M are -8 on block. But the important part of Soul Punisher is its first followup, the upward knee. 236X~L allows Gogeta to recover on the ground, and it's important since it's what allows Gogeta to use the "forbidden mix". 236x~M, however, recovers on the air, and it's your main way to open up the opponent, since it set ups a 50/50 between a late air dash j.M and a land 2L. There's a gap between the 236X~M large enough for the opponent to reflect, so it's required to use an assist to cover it. The gap can be covered with only 25 frames of blockstun. The second follow-up of Soul Punisher is only used as a safe blockstring ender.

Strike/Throw mix

Although Gogeta isn't a grappler, having a command grab further improves his menacing frametraps and adds more mental stack to the opponent. As mentioned above, 214S can be cancelled from 5L(1) and any other normal. Varing when to cancel into it is what it keeps the grab useful. Note that, even though Gogeta can cancel 5S into 214S, the blockstun will make the grab whiff.

Crossups

Gogeta has good left/right mix thanks to tools like j.2S and j.M. The crossups should be attempted after L normals, since they are the safest ones. Crossup j.M hits twice and can lead to a full combo. Same side delayed j.2S is strong because it cannot be antiaired. However, it has subpar blockstun, meaning that if it's blocked, Gogeta will require resources (mainly an assist) to keep him safe. In order to be safe after a blocked same side j.2S, it's rquired to cancel into j.236[S] and throw an assist.

236[S] mix

236[S] PressurePlethora of options to overwhelm the opponent
Medium


5H > Assist > 236[S] > Clone Select
Gogeta's 236S creates 3 clones of himself charging a Kamehameha.

In order to select which clone is the one that will actually fire the Kamehameha, it's required to input a specific direction: inputting 2 will select the bottom clone; inputting 4 will select the middle clone; and finnally, inputting 8 will choose the top clone.

By holding the S button, Gogeta will perform the feint version, where he doesn't fire the Kamehameha in exchange of way faster recovery. However, the clone selection is still available. This allows for a great ammount of options.


Disclaimer: Although the ammount of mental stack this mix is capable to apply to the opponent, it doesn't justify the ammount of blockstun it requires to make it safe ( Kid Buu A AssistDBFZ KidBuu Arm Ball.pngGuardAllStartup57RecoveryAdvantage+58).

However, a lower blockstun assist can be used if called late, but that won't protect Gogeta during the 236[S] start-up.

236[S] Bottom Clone MixHit them with closest clone
Medium


236[S] > 2 > 2L / 236[S] > 2 > IAD j.M / 236[S] > 2 > DR214S
The bottom clone is the closest to the opponent, so it's the most difficult to scape from.

Gogeta can threat the opponent with a high/low/throw mix-up. As mentioned, delaying the j.M will reduce the ammount of overhead hits to fit in an unexpected 2L or a DR.

On the throw option, use DR for a faster but techable throw, or 214S for a slower but untechable command grab.

236[S] Middle Clone MixAir dash towards the opponent
Medium


236[S] > 4 > Empty AD 2L / 236[S] > 2 > AD j.M
The middle clone is summoned in the air, meaning that it's tequired to perform an AD to get close enough to the opponent.

This means that Gogeta can go for an empty low or for a j.M. Due to the last patches, both the middle and the top clone are on float state, so Gogeta can fast fall for the empty 2L or float to delay the timing of the j.M.

236[S] Top Clone MixThreating 'em from the skies
Medium


236[S] > 8 > Falling j.M / 236[S] > 8 > [9]j.M
Gogeta's top clone allows to go for a fast fall same side j.M or for a float crossup j.M. Since it's the furthest clone, it's also the one that leaves the bigger gap. It's also the most common one if it's set up in midscreen.

Basic blockstring

  • 2L > 5L > 5LL > 2M > 5M > 5H > 236L~L~L

This is Gogeta's basic and gapless blockstring. As mentioned above, 2L and 5L can both be staggered, M can be frametrapped into and the 236L can be used to go into the rekka 50/50.

It's important to know that 5S > SD is a truestring in corner. This allows Gogeta to go easily into SD mix with an assist easier than other characters. Be aware that the 5S can be reflected, so it's important to be ambiguous when cancelling into 5S.

Okizeme

Midscreen

Gogeta has bad okizeme midscreen. Using 236LLL to end a combo leaves you at almost +30, but the sliding knockdown pushes the enemy extremely far away, so it basically resets the opponent to neutral. To avoid that, finish the combo with j.2H and do a dash IAD j.M. If timed correctly, it will safejump reversals.


Corner

236LMM Oki

In the corner, Gogeta has far better oki. In corner, Gogeta can do a dashjump j.L (669j.L) to safejump reversals and hit meaty.

j.DR Oki

When finishing a combo with j.DR, input 8[S] (Superjump macro) to do a superjump as soon as posible, then do a rising j.M, and in the way down, time a j.L. If done properly, it should safejump and hit meaty. Shoutout to TinyTorgue for finding this.

Level 3 Oki

Meteor ExplosionDBFZ Gogeta MeteorExplosion.pngGuardAllStartup10+3RecoveryAdvantage-29 allows for a safejump IAD j.M anywhere on the screen. Speeding up the j.M will make it whiff as a feint for a 2L.

Tips and Tricks

  • Remember that Gogeta has awful frame data. You shouldn't stick to the same blockstring or the only two safe normals, but you shouldn't take the risk of using your huge normals or 5S recklessly. Instead, use them to strategically bully the opponent around until you can land a starter. The best way to make sure the rekka 50/50 isn't reflected is to cancel into it when your oppponent less expects it.
  • Although not strong on his own, the mental stack 236S is able to apply shouldn't be underestimated. That doesn't mean it should be used everytime, but knowing his options and using them sparingly will let you get the most out of them and their applications.
  • Do NOT risk dropping combos at the end of them. All of your enders and moves that lead into them (specifically 236L~M~M, j.214M and j.2S) are horribly unsafe on whiff, and will be punished by a raw tag on reaction to a drop, with little to nothing you can do about it, potentially losing the entire round. Don't be afraid of using meter to finish a combo, since now 236H and his air counterpart give SKD and allows to go into supers.
  • Optimise your corner carry, and once you get the opponent there, maintain it at all costs.
  • 214L is an unscaled, frame 1 anti-air that doesn't consume Smash. It's a strong ToD starter that can punish reckless air approaches.
  • 214M should be your get-out-of-jail free card, and can convert into a combo with Vanish, j.236H or an assist. 214H has the wonderful blessing of a side-switch, which can corner his opponent, turning the tides in Gogeta's favor.

Fighting Gogeta

  • All of Gogeta's moves are incredibly unsafe on whiff, so a correct read will usually result in a hard punish.
  • Many of his normals and specials are completely Reflect-proof. Do not attempt to do so without a solid read.
  • Don't overuse Guard Cancel Change. If Gogeta hasn't committed to the next normal, he can punish it hard.
  • 214S (command grab) is +5 on grounded hit. Pressure resets off of it are not "real", and can be universally punished with Reflect or level 3 supers.
  • If Gogeta is not the anchor, targeting his teammates can potentially make the match much easier.

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