DBFZ/SS4 Gogeta

From Dustloop Wiki
Jump to navigation Jump to search
Overview
Overview

Gogeta (SS4) is the ultimate tribute to a long history of Dragon Ball fighting games, and was frequently designed as a "final boss" character in them. This idea was retained for DBFZ; Gogeta is given stupendous normals, staggering utility tools, and unique mechanics. He is the only character in FighterZ to have two airdashes, and can routinely buff his super damage with his unique cancellable taunt, Finish Sign. The move stacks levels, and leveling him up to level 7 grants the privilege to use the definitive, instant killing, 100x Big Bang Kamehameha. prompts the opponent to chase Gogeta down even at their own peril to stop him from reaching level 7. Gogeta also takes the classic route of being an honest character by having no ranged abilities and primarily relying on traditional ways to approach in a fighting game.

After overcoming his initial deficiencies and learning when to utilize to Finish Sign, Gogeta becomes a massive bulldozer. Any player that wants to parade their superior fundamentals and fight like a cocky bastard will revel at SS4 Gogeta and his glorious red hair.

Note: Not to be confused with his canonical Dragon Ball Super counterpart, SSB Gogeta. To differentiate the two, some refer to SS4 Gogeta as "Goget4."


"I am neither Goku nor Vegeta. I'm the guy who's going to stop you!"
Lore:In a bid to stop the almighty shadow dragon, Omega Shenron, both Goku and Vegeta unified with the Metamoran fusion dance to birth Gogeta, the ultimate fusion. With the combined power of two Super Saiyan Fours, he literally dominated Omega Shenron, utterly draining him of his power. Unfortunately, Gogeta was unable to finish off Omega Shenron before defusing, however the temporary victory was instrumental in the shadow dragon's eventual defeat.
Voice:Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat
Playstyle
DBFZ SS4 Gogeta Icon.png SS4 Gogeta is a rushdown character who takes the bare-knuckle route to get in the opponent's face with oppressive up close pressure and mixups.
Pros Cons
  • Powerful within Proximity: Stupendous normals, a projectile-crush lariat, and two airdashes makes Gogeta among the best at close to medium range.
  • Brilliant Pressure: Amazing stagger pressure combined with reflect-proof strings, command normals, and a plus on block special makes him difficult to keep out.
  • Mix-up: Gogeta's aforementioned ability to airdash twice enables him to do ambiguous left/right mixups midscreen and powerful F-ShikiAlso known as "Fuzzy Overhead" When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shiki take advantage of this and use overheads that would miss on crouching character, but not on standing characters. setups in the corner.
  • Damage: Gogeta's vast arsenal results in very high damage even after scaling.
  • Defensive Tools: An Air-OK Counter combined with an omnidirectional DP makes Gogeta hard to approach and pin down.
  • Finish Sign: His taunt allows him to build levels to buff the damage on his supers, and can be covered with assists as well as cancelled early with most moves. Seven levels enables his instant kill Super, x100 Big Bang Kamehameha.
  • Monke: Monke
  • Subpar Assist Selection: Gogeta's assist selection is restrictive. Assist A is a situational meter build assist, Assist B is a generic strike assist, and Assist C is a DP assist with minimal blockstun and carries the detractions of a C-Type assist.
  • Weak at Range: Has zero ranged options besides universal mechanics, putting him in severe danger versus zoners. He relies on either movement to get in or Finish Sign to make his opponents approach, which is also weak to zoning.
  • Finish Sign Reliance: Building Finish Sign generally requires specific team combinations centered around Gogeta or sacrifice favorable okizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups. in order to obtain levels consistently.
Gogeta has a unique taunt activated with 6S. For each use of the taunt, Gogeta gains a bit of meter and levels up, maxing out at Level 7. Gogeta's A Assist can also stack these Finish Sign levels, however it only goes up to Level 5. Each level increases the damage of his supers.

At Level 7, Gogeta gains access to the x100 Big Bang Kamehameha, a Level 3 that will always kill the opponent if it hits, and can still be comboed into. He will build a quarter bar should he taunt again while still Level 7.

Gogeta reverts back to Level 0 after using any of his supers.
Double Airdash
Gogeta can airdash twice with no limitations or prior requirements (e.g. an install). Gogeta can either airdash twice or double jump into an airdash, but he cannot airdash and then double jump.

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
5LL 700 All - 9 - - -4 -
5LLL 500*2 All U3+ 15 3 17 -4 1-17 Head

5L
  • Good range for a jab
  • Hits high enough to check opponents after a blocked superdash.

Standard speed 5L. Very nice for stagger pressure.


5LL
  • 5L > 5LL will get Reflected twice, pushing Gogeta back to full screen. Delaying 5LL will make it Reflect proof.
  • Hits the entire smear, as well as a good distance above him.

Insane button. Large, sweeping high hitbox that can catch opponents behind Gogeta too, which can then lead straight into his 5LLL. Since it's a 5LL, it is a medium unscaled starter. It can be low profiled by some 2L and 2Ms, but that's just about its only fault.


5LLL
  • Sideswaps on hit.
  • Frame 4 anti-air. This with 5LL makes whiffing his autocombo pretty safe against superdash.

Amazing anti-air. Extreme directional tracking allows it to easily snuff out aerial approaches and continue combos even when the 5LL launches high. Being unscaled too makes this an all-around great multi-purpose button. Although it still requires you to input 5LL beforehand, giving it technically high startup. On the bright side, it's still safe on block.

Its directional tracking is so wild that an aerial hit of 5LL, when positioned right beneath your opponent, allows the 5LLL to instantly side swap, where the follow up hit will then side swap again to keep the combo moving in the same direction. This, as you may expect, provides a massive amount of corner carry, functioning as a sold followup to vanish, such as after 236S.

5M

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
700 All - 9 4 17 -5 -

  • Catches any jump except Superjump Back at round start.

Long range, high hitting 5M with fast startup. Being -5, you can also stagger with it. It will put you back at around the range you used it once it recovers, but you'll usually be in range to threaten with a 2M gatling or a 2L pressure reset. An overall excellent 5M, one of the best in the game along with Krillin, Adult Gohan and Kid Buu's.

Amazing as a roundstart option due to its speed, gatlings, and potential damage output. An easy roundstart with this move is 5M > 2H, as it gives you plenty of time to hitconfirm and either Superdash on hit or cancel into a special move on block for continued pressure.

5H

5S

2L

2M

2H

6M

6H

Saiyan Kick

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Saiyan Kick
6H
600 All - 11 4 20 -8 -
Head Crusher
6H6H
500 High - 20 - - -5 -
Leg Breaker
6H3H
600 Low - 26 - - -2 -

6H
  • Jump cancellable on hit.
  • Late cancellable into follow-ups. At minimum, 6H~6H has a 5f gap on block, while 6H~3H has an 11f gap.
  • High hitstun on air hit.

Very high hitting normal, much like Adult Gohan's 3H but better because of its present follow-ups. The follow-up chain is a big part of Gogeta's pressure, as he can do a lot here for mix-ups. Follow-ups can be backdashed mid-screen, so it's wise to use 5H as an answer to do that. Gogeta's 214X moves will also catch backdash after this move, but they're more risky to attempt if your opponent is ready for them. Can also be good for extending Gogeta's blockstrings, or for his corner rejumps as 6H hits somewhat high, which allows him to convert off of his corner strings.

Because of the minimum 5 frame gap, almost any move after will likely be beat cleanly by reversals unless Gogeta commits to his counter, DP, or blocking instead of the usual follow-ups. Blocking comes with its own risk in that 6H is -8, but 6H~6H is usually enough to discourage mashing.

As a last note, remember in your strings and combos the followups are only late-cancellable. The overhead and low are actually a lot faster than you think, but delaying them for more than a few frames is impossible due to the restriction. This also helps you in feinting, as it's a lot harder to tell what Gogeta is going for.


6H~6H
  • Ground bounces on hit, can be converted with H/S normals or specials.
  • Only combos from 6H on air hit (like after a 2M). Otherwise it will reset opponents.

Fast overhead, will automatically catch people attempting to mash out of the chain. Delaying the button can make it harder to react to this and 3H, but doing so leaves Gogeta wide open. Decent combo filler if you want to keep your opponent close to the ground for assists, but using this solo forces you to spend your Superdash earlier than 6H > jump-cancel does.


6H~3H
  • Launches on hit. Has very high hitstun that allow Gogeta to link into 2M.
  • Same speed as 236S, technically a 50/50 but very slow and with two distinct animations.

Considerably slower than the overhead and leaves a large gap. Fortunately, it's very safe on block and has high hitstun. Being -2, it gives about the same situation as blocking a Vanish. Gogeta can either backdash to back off, cancel into a special or gatling into 5H, or simply restart his string.

6S

Finish Sign

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
- - - - - Total 52 [Total 46] - -

  • Stands still and taunts. Gains level and cancelable into Vanish on frame 15. Gains 10% Ki gauge and cancelable into other actions on frame 32.
  • When canceled into, loses the first 6F of its animation, and can be cancelled earlier (Total 52 β†’ 46, Level on 15, Meter on 32 β†’ 26)
  • Each level gained adds a bit damage to Gogeta's next Super (~60 minimum damage)

Character defining. You can taunt in neutral, in blockstrings, and in combos. While the total animation is rather long, you can keep yourself safe by canceling into Vanish very early while still getting the Level. You also have a frame 4 counter and a DP to shut down the opponent's counterattack attempts. Don't be afraid to cash out on Supers either, since it's not hard to build Levels back up especially if you have assists to cover you.

In a blockstring, any M/H/S normals > 6S will leave an 11F window to counterattack (or a total 27F for them to react). If not overused, 6S can be used to reset string very efficiently. Mid-combo, it's possible to do ground normals > 6S > Vanish and get both the Level up and the wall bounce from Vanish.

Once at Level 7, Gogeta gains an Instant Kill Super, which is likely what you're aiming for with this. Read more about that here.

j.L

j.M

j.H

j.S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
400 All - 13 5 30, No landing recovery - -

  • Projectile guard point while active. Beats every other Ki Blast.
  • Tracks in front of Gogeta up until half-screen.
  • Combos into superdash in the corner and close by midscreen.
  • Can combo after j.H at certain heights.

Gogeta loses all of his momentum after using this in the air, bringing him to a dead halt. If you're not using it in a combo, it's best used to stop air-to-air attempts, but be careful as an expectant opponent can superdash preemptively and catch you wide open. It can also be used as a post-superdash option on characters with 2H normals slower than 13 frames. Cancel into j.214H to convert into a knockdown on hit or pressure on block. You don't want to let this rock due to its recovery.

j.2H

Special Moves

Lightning Hammer

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1000 All - 13 7 19 -4 4-19 Projectiles
M 500, 600 All U1+ β†’ D1 17 7 19 -4 4-23 Projectiles
H 500, 700 All U1+ β†’ D1 13 7 19 -4 4-19 Projectiles

All

Gogeta's lariat-style move. All versions have Projectile invulnerability including Supers during their startup. Weirdly enough, they also have very good scaling when used as combo starters.


236L
  • Travels 1/3 of the screen.

Mostly a roundstart option if you want to meme on someone, as 5M is generally a better choice. Also doubles as a movement tool in the air, but it's much more committal than simply airdashing.


236M
  • Travels 1/2 of the screen.
  • Wallbounces with Smash, giving a combo in the corner. Can also extend combos midscreen with an airdash if you're not too high.
  • Gives a mediocre sliding knockdown if U1 has been used and D1 has not.
  • Opponent can airtech if both Smashes have been used.

Gogeta's primary combo extender besides j.2H. Air version leads to a rejump on every character but Krillin midscreen and the ground version gives a full combo in the corner.


236H
  • Travels 1/2 of the screen.
  • Ground bounces with Smash, giving a combo anywhere.
  • Gives a bounce sliding knockdown if U1 has been used and D1 has not.
  • Switches sides.
  • Opponent can airtech if both Smashes have been used.

Buffered 6H(whiff)-3H is the best starter after this lands, and with the optimal combo, results in over 5k damage without Supers, and 6k with them.

Good get out of jail free card against projectile heavy characters with fantastic follow up potential and many lasting frames, key of Gogeta's whole design.

Meteor Strike

214L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 1000 High D1 24 3 15 -2 -
M 1400 High D1 30 3 15 +2 -
H 1600 High D1 24 3 15 +2 -

All
  • Overhead.
  • Uses D Smash on hit.
  • All versions can be anti aired

214L
  • -2 on block, allowing for a safe backdash.
  • In the ballpark of +33 on most knockdowns, letting you SJ IAD j.H for a safejump.

Functions as an overhead mix-up and combo ender. Use after j.H > j.S when you don't have smash for a knockdown, but keep in mind it grants less oki time if done so.


214M
  • +2 on block, allowing for RPS midscreen and pressure in the corner.
  • In the ballpark of +55 on most knockdowns, giving you a similar setup to a Smash j.H.

A sometimes move due to its startup, but good to use nonetheless as it's +2 on block. It's also Gogeta's best okizeme ender if he still has D1 Smash available, usually in corner combos. You'll most likely use j.DR instead, but it's there nonetheless.


214H
  • +2 on block, allowing for RPS midscreen and pressure in the corner.

IAD j.214H can get Gogeta in from fullscreen and be +2 on block, but getting predictable will end up with you getting 2H'd. It's +2 like 214M and 24f startup like 214L, so using it to continue pressure isn't a bad idea.

Bluff Kamehameha

236S

Punisher Guard

214S (Air OK)

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
870 - U1+ 4 22 20 - 4-26 Guard

  • Frame 4 counter.
  • Combos into superdash anywhere.
  • Will not counter Ki Blast and beams, but will invul through if timed correct.
  • Loses to command grabs and Dragon rush.
  • Combos into Gogeta's Instant Kill.

Excellent as a defensive tool. It's usable anytime that Gogeta is -2 or better, which is a wide range of opportunities in DBFZ. The most prominent of which are after a blocked 6M or an opponent's blocked vanish. Getting predictable with this move will get you killed, but it's great when unexpected.

While this move doesn't activate against beams, it does activate against any strike property attacks including Hit's Time Release. This move not activating on contact with beams can also be a blessing, as beams extend its active time and it can potentially catch a Vanish from there if your opponent doesn't recognize it.

Plus Energy of Justice

22S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
1200 All D1 17 6 45 -34 1-22 All

  • Frame 1 reversal.
  • Gains a Dragon Ball upon usage.
  • Has poor range, don't get greedy
  • Insane minimum damage with D1 Smash. 40%, or a free 480 damage at the end of your combo.
  • Unlike most DPs, hits the opponent into a colossal sliding knockdown. Solid oki or even Finish Sign for basically free.
  • Dragon Ball cycle is different than that of the Dynamic! property: Two-Star β†’ Five-Star β†’ Six-Star β†’ Seven-Star β†’ Four-Star β†’ Three-Star β†’ One-Star
    • This is actually the order in which the Shadow Dragons were killed.
    • The Dragon balls that appear also for a split second are the black star dragon balls, in reference to, well, the black star dragon balls.

Gogeta's omnidirectional reversal. Short range compared to other DPs. Technically a projectile, so moves like Z Broly 214S will completely invalidate it. If you still have your D1 property at the end of your combo, this makes for Gogeta's best okizeme ender. It's also his highest-damage move to tack on the end of a Combo DR before supers.

Z Assists

Assist A

Finish Sign

Assist B

Lightning Hammer

Assist C

Plus Energy of Justice

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
800, 280 All - 41 [21] 6 - +16 -

  • Gains a Dragon Ball on hit, block, or whiff.
  • Dragon Ball cycle is different than that of the Dynamic! property: Two-Star β†’ Five-Star β†’ Six-Star β†’ Seven-Star β†’ Four-Star β†’ Three-Star β†’ One-Star
  • Unfathomably less advantageous than every other C assist and some normal assists. This unusually low blockstun can allow it to be used for tick throws.

Just remember, Dragon Balls can be used against you too. Gogeta's assist selection is already very sub-par, having a meme DP assist that can end up costing you the entire match is absolutely not worth it unless you're trolling. There are far better DP C assist options in this game, and this one's abysmal blockstun doesn't help. Don't.

Super Moves

Ultimate Impact

236L+M (Air OK)

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
2541 All UDV 18+4 - - -21 18-? All

  • Minimum damage: 754 β†’ 808 β†’ 862 β†’ 916 β†’ 970 β†’ 1024 β†’ 1078 β†’ 1154
  • First hit only minimum damage (DHC): 720 β†’ 774 β†’ 828 β†’ 882 β†’ 936 β†’ 990 β†’ 1044 β†’ 1098
  • Has Head property, making it vulnerable to 2H.
  • Tracks the entire screen.
  • Side switches on hit for ground version. Regains side for air version.
  • Ground version corner carries.

Tracks anywhere on the screen, but deals rather poor damage without levels. At Level 3 or so, it might actually be more worthwhile to use this than continue going for the Instant Kill as this becomes one of the most solidly damaging Level 1s in the game. Both the ground and air versions give Gogeta oki, but the setups are different. The ground version only leaves him in position to meaty with a button, but the air version has enough advantage for an IAD or a 214M to cover all techs (except delay down, of course).

It's better advised to use this immediately after any combo ender as it hits full-screen anyway, and you don't want to risk whiffing this move after a sliding knockdown due to its longer-than-most start-up.

The air version can be used to set up Android 21's left/right, even if he was cornered to begin with. You can also DHC early for the same effect without losing any damage, but you won't keep the corner.

Ultra Big Bang Kamehameha

214L+M (Air OK)

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
4186 All UDV 9+3 - - -33 1-? All

  • Minimum damage: 1654 β†’ 1708 β†’ 1762 β†’ 1816 β†’ 1870 β†’ 1924 β†’ 1978 β†’ 2054
  • Adv. on hit: +44

Midscreen, a GO1 Jump/Moonjump can be used to close in on the opponent. That doesn't sound great by its self, but Gogeta does have access to an easy fuzzy overhead thanks to his double airdash. After a lvl3 in the corner, [9]j.M (whiff) > j.M will leave you at the perfect height to either IAD j.LM or land 2M. On most characters, the IAD j.LM will be a true blockstring as well as a combo if the j.M connected. You're also free to go for a DR or 236S after the j.M for additional layers.

This super also can deal some incredible damage once Gogeta has levels. At Level 0, it's very poor, but getting to something like Level 3 takes maybe a couple of seconds and turns it into a very solidly damaging level 3. Further than that and you're in the top levels. If you have some levels built on the opponent, you might find yourself having better results going for the fuzzy overhead mixup to kill over gambling on continued levels to finish off their next character. After all, those levels will be even easier to build when your opponent is down a character.

x100 Big Bang Kamehameha

214H+S while Level 7 (Air OK)

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
540*54 All UDV 25+3 - - -51 1-? All

  • Minimum damage: 100%.
  • Must have built 7 Finish Sign levels to use
  • Does 19980 damage raw, 1998 is the year right after GT ended

Not reliable as a reversal due to its slow startup and Gogeta leaping up making the beam whiff on crouching or small characters at close range. However its extremely high damage and minimum damage is the reason for this; because this Super acts as an Instant Kill. Unlike another Instant Kill in the game, this one has no drawbacks and can be combo'd into from Smash 5H, U+ Smash 236M/j.236M, command grab, counter, DP, Smash Vanish, midcombo Sparking Blast, and so on. It doesn't matter how you combo into it or how scaled the combo is, it will always kill. The beam is also multi-hit and stops applying damage right when the opponent is KO'd, so it won't give them 7 Ki gauges.

It is not all that hard to reach Level 7 in a real match. Even without his own A assist, Gogeta can easily rack up 3 to 4 Levels per combo with the right team. Once at Level 7, the threat of being IK'd is always there since it's so easy to combo into, and despite you can't DHC into IK, it's possible to tag Gogeta in midcombo and do something like Vanish > j.214H+S instead. It can IK the opponent's assists as well, but much less consistent. The opponent is locked in a perpetual cycle of fear, which forces them to be hyper-defensive/offensive to stop Gogeta from murdering them instantly, and even just to stop him reaching level 7 in the first place.

As a side note, while you can IK off of any stray hit so as long as you have enough meter, it's optimal to use your assists and push the combo as far as possible before ending with IK. The assists will regenerate immediately after the round transition, and you'd want to build extra meter for the next character.


Just wait for him to fall down and punish the landing recovery. If you tech right into the beam, please don't Reflect it. You'll have better frame advantage if you just block (+51 vs +49), and will also build 1.458 bars at the cost of 1458 blue health. That's 6.66 (repeating of course) times the meter gain per blue health rate of getting hit by a DP.

External References

Navigation

Ambox notice.png To edit frame data, edit values in DBFZ/SS4 Gogeta/Data.