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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 | 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 |
Normal Moves
5L
- DBFZ SS4Gogeta 5LLL2.png
to be honest i didnt see what he did.
- 5L
- Great range.
- Hits high enough to check opponents after a blocked superdash.
Standard speed 5L. Very nice for stagger pressure.
- 5LL
- Catches buttons after reflected 5L.
Huge, sweeping hitbox that hits even behind SS4 Gogeta.
- 5LLL
- Always triggers cinematic.
- Switches sides on hit, not on block.
- Has head invul.
5M
- Catches any jump except Superjump Back at round start.
Long range, high hitting 5M with fast startup. An overall excellent 5M, one of the best in the game along with Krillin, Adult Gohan and Kid Buu's.
5H
- Does not truestring from any of Gogeta's normals, can be used as a frametrap.
Mostly combo filler or a frametrap on demand. Ground normals aren't all that useful as neutral tools in DBFZ and this one is no exception. As a frametrap, it will catch anything in the game that isn't invincible frame 1.
5S
- Tracks in front of Gogeta up until half-screen.
- Combos into superdash anywhere.
2L
- 6-frame mid.
- Big range like it's 5L counterpart.
2L comes out a frame faster than the average, best used for staggering or mashing out of pressure. Very comparable to the Goku shotos in this regard. Gogeta's main mixups are left/right, not high/low, and this button is a strong reason why. If you want to create a high/low situation, you're better off using his 6H chain.
2M
- Good anti-reflect tool.
- Catches reflect > raw tag after 5L.
- Punishable up close but safe if spaced.
Gogeta's main low and combo starter. Spacing this move out will leave you -5 and at an ideal spacing to bully Gogeta's other buttons.
2H
- Moves Gogeta very far forwards.
- Catches airdash back after blocked superdash.
6M
- DBFZ SS4Gogeta 6M.png
eSports kick
- Can be spaced to be plus.
Usually can be followed after with 5L if it's +2 and 5M if it's +3 to maintain pressure. If used up close, Gogeta can use the threat of his 22S or 214S to scare the opponent into blocking and maintain his turn.
6H
Saiyan Kick
- 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
- Gogeta taunts and gains some meter and a level, maxing out at 7.
- Level is gained instantly.
- Each level gained adds ~50 damage to his next lvl1 and ~100 damage to his next lvl3.
j.L
Placeholder
j.M
- Very big, will cross up after an IAD in a blockstring from most ranges.
j.H
- 5LLLLLLL
- Smash hit can wall bounce.
- j.H
- Smash hit causes a sliding knockdown.
Placeholder
j.S
- 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.
j.2H
- Jump cancelable.
Pretty much every Saiyan's j.2H.
Special Moves
Lightning Hammer
236L/M/H (Air OK)
- All
Gogeta's lariat-style move. All versions have Ki Blast invulnerability during their startup.
- 236L
- Projectile invul from frame 5.
- 236M
- Projectile invul from frame 6.
- Wallbounces with Smash, giving a combo in the corner.
- Can also extend combos midscreen with an airdash.
- 236H
- Projectile invul from frame 4.
- Ground bounces with Smash, giving a combo anywhere.
Meteor Strike
214L/M/H (Air OK)
- All
- Overhead.
- Uses D Smash on hit.
- 214L
- -2 on block, allowing for a safe backdash.
- 214M
- +2 on block, allowing for RPS midscreen and pressure in the corner.
- 214H
- +2 on block, allowing for RPS midscreen and pressure in the corner.
Bluff Kamehameha
236S
- Command grab.
- Switches sides on hit.
- Allows for a combo with Gogeta's back to the corner.
Punisher Guard
214S (Air OK)
- 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 IK
Plus Energy of Justice
22S
- Frame 1 reversal.
- Gains a Dragon Ball on hit, block, or whiff.
- Dragon Ball cycle is different than that of the Dynamic! property: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star
- This is actually the order in which the Shadow Dragons were killed
Can hit opponents crossing up Gogeta, which is always nice.
Z Assists
Assist A
Finish Sign
- Grants half a bar
- Levels Gogeta up, but cannot go past Level 5 for obvious reasons.
Effectively a worse version of Base Goku's B assist due to the lesser meter build and only making Gogeta's supers stronger instead of giving him something like a Spirit Bomb. While you can hold Gogeta in the back and greatly reduce the risk it takes to get his instant kill, it's somewhat of a gimmicky gameplan. Still, if your characters don't really need frame advantage and are better off with meter, this can be a good choice.
Assist B
Lightning Hammer
- Generic strike assist with good advantage
- Holds the opponent in the air for a bit on hit
Practical assist with nothing wrong with it.
Assist C
Plus Energy of Justice
- Gains a Dragon Ball on hit, block, or whiff.
- Dragon Ball cycle is different than that of the Dynamic! property: Two-Star → Five-Star → Six-Star → Seven-Star → Four-Star → Three-Star → One-Star
- Unfathomably less advantageous than every other C assist and some normal assists.
Just remember, Dragon Balls can be used against you too.
Super Moves
Ultimate Impact
236L+M (Air OK)
- DBFZ SS4Gogeta UltimateImpactGround.png
Ground finisher
- DBFZ SS4Gogeta UltimateImpactAir.png
Air finisher
- Minimum damage:
- 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.
Ultra Big Bang Kamehameha
214L+M (Air OK)
- Minimum damage:
- Adv. on hit: +44
x100 Big Bang Kamehameha
214H+S while Level 7 (Air OK)
- 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.