DBFZ/SS4 Gogeta: Difference between revisions

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This move is an instant kill that can only be used once Gogeta reaches Level 7. It doesn't matter how you combo into it, how scaled the combo is, or if you even only hit with the final hit of the beam. It will always kill.
This move is an instant kill that can only be used once Gogeta reaches Level 7. It doesn't matter how you combo into it, how scaled the combo is, or if you even only hit with the final hit of the beam. It will always kill.


However, only [[Gohan (Teen)|Teen Gohan]]'s Level 5 can evenly matches this super move and evade being Instant Killed.
However, only [[DBFZ/Teen Gohan|Teen Gohan]]'s Level 5 can evenly matches this super move and evade being Instant Killed.
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Revision as of 15:18, 10 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview

Template:CharaOverview

Normal Moves

5L

5M

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.
Saiyan Kick
6H
Head Crusher
6H6H
Leg Breaker
6H3H

6H
  • Jump cancelable on hit.
  • Chains into follow-ups for conditioning the opponent.
  • 6H and it's derivative follow-ups all cancel into special moves.

Very high hitting normal. Although unsafe on block, the threat of the followups will make opponents respect it.

The followup chain is a big part of Gogeta's pressure, as he can do a lot here to either reset pressure or go for a mixup. Followups can be backdashed midscreen, so it's wise to use 5H to catch people attempting to do that.


6H~6H
  • Overhead.
  • Frame trap from 6H.
  • Ground bounces on hit, can be converted with H/S normals or specials.

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.


6H~3H
  • Low.
  • Launches on hit just like a 2M, but has very high hitstun. You can either convert just like how you would with 6H, or link into other normals like 2M.

Considerably slower than the overhead and leaves a large gap. Fortunately, it's very safe on block and has high hitstun.

6S

Finish Sign

j.L

j.M

j.H

j.S

j.2H

Special Moves

Lightning Hammer

236L/M/H (Air OK)

Meteor Strike

214L/M/H (Air OK)

Bluff Kamehameha

236S

Punisher Guard

214S (Air OK)

Plus Energy of Justice

22S

Z Assists

Assist A

Finish Sign

Assist B

Lightning Hammer

Assist C

Plus Energy of Justice

Super Moves

Ultimate Impact

236L+M (Air OK)

Ultra Big Bang Kamehameha

214L+M (Air OK)

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.

  • Instant Kill.
  • Takes forever to start
  • If you pull it of with enemy assist on screen they are both dead.
  • Tends to deal to 19980 damage regardless of scaling, but can deal "more" if an assist is on-screen.
  • Appears to deal 29160 damage raw based on what was calculated from this video https://youtu.be/XbV3YBRsAYk
  • Extremely high startup, will not combo after a regular slide knockdown and not good for reversals.

This move is an instant kill that can only be used once Gogeta reaches Level 7. It doesn't matter how you combo into it, how scaled the combo is, or if you even only hit with the final hit of the beam. It will always kill.

However, only Teen Gohan's Level 5 can evenly matches this super move and evade being Instant Killed.

External References

Navigation

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

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