DBFZ/SSB Gogeta

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Overview
Overview

Gogeta (SSB), at first glance, has everything a character could possibly need to succeed. An easy to pick up character with dominant air normals, supers for every situation, rekka, an air-ok DP that covers his entire body, a low 2L, beams, a fullscreen command grab, a level 5 and level 2 extension... it might be easier to list things Gogeta doesn't have. Of course, it's never that easy. While he has every tool in the box, they are cursed with high recovery, making all of them extremely committal and easy to punish. This epitomizes Gogeta as high risk, high reward. Gogeta's tools can lead to a relentless chase against a helpless opponent when used properly, but a single bad call can spell immediate death for the ultimate fusion.

Note: This is Gogeta in Dragon Ball canon. For his non-canon, GT counterpart, see SS4 Gogeta.


"I don't need thirty minutes...I only need one finger to beat you!"
Lore:The product of the Metamoran fusion technique from Goku and Vegeta, Gogeta is a powerful warrior and was seen as a necessity to deal with Broly. Showing incredible power, he was able to weaken Broly before he was teleported away back to Vampa, almost destroying him in the process. In this game, he is depicted in the Super Saiyan God Super Saiyan form, however likewise takes aspects from his appearances in Dragon Ball Z: Fusion Reborn (such as transforming into a Super Saiyan during his Dramatic Finish) and Dragon Ball GT.
Voice:Japanese: Masako Nozawa/Ryō Horikawa English: Sean Schemmel/Christoper Sabat
Playstyle
DBFZ SSB Gogeta Icon.png SSB Gogeta is a neutral-dominant character who uses his massive toolkit to quickly chase the opponent into the corner and blows them up with explosive punishes.
Pros Cons
  • Multiple Mix-up Options: While all reactable, Gogeta has a plethora of mix-up options: high/low, left/right, fast overheads, and a command grab.
  • Combo God: Gogeta's combos are incredibly versatile, with great corner carry, very high meterless and scaled damage, and enable some of the easiest and most consistent TODsTouch of DeathA combo that can KO a character from full health. in the entire game.
  • Beam Normals: Being normals, Gogeta's beams can be vanished on whiff, cancelled on block and used in combos. 5S to 236H is a full-screen jail.
  • Anti-Reflect: Gogeta is one of the least safe characters to reflect against, with waves of moving normals and a plethora of other tools to explode those who reflect.
  • Cool: Very cool.
  • All-Around Risk: Gogeta can get punished for doing almost anything. In neutral his tools are incredibly minus on whiff, in pressure you can guard cancel any normal besides 5L on reaction and be almost completely safe.
  • Also Beam Normals: Gogeta's beam normals come at the cost of having any standard ki blasts and retain all of the detractions a standard beam possesses, being slow with high recovery on whiff.
  • Suicidal Moves: Some of Gogeta's moves carry so much risk that you're better off rarely using them outside of combos, making Gogeta's neutral a tightrope between being too hesitant and too committal.

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*2 All - 6 - - -3 -
5LL 700 All - 11 - - -10 -
5LLL 1000 High U3+ 26 - - - -

  • 5L is Gogeta's fastest normal.
  • Can cancel from the 1st hit, except dragon rush.

On whiff, Gogeta is forced to suffer through the second jab. Fortunately the second hit will always connect on a reflect, giving you extra time to react with 2M.


  • 5LL launches on ground hit.
  • Has enough hitstun to combo into j.DR, 6M or j.H.

Decent upwards hitbox, but rather unremarkable and not good for mashing due to 5L's long active frames. Very unsafe on block.


  • 5LLL sides switches on hit or block, pulls the opponent out of corner.
  • Stays airborne afterward, recovers midway through.
  • Huge gap between 5LL and 5LLL, enough to be jabbed out or 2H'd.
  • On block, can cancel into SD early to stay same side.

While it is a grounded overhead option, it is easily reactable. Though it can turn into a mix-up if you cover the large gap between 5LL and 5LLL, and can even go for an IAD mixup afterwards, there is little to no need to go into 5LLL overhead when 6M is much safer and the damaging scaling is better, other than rarely knowledge-checking opponents.

5M

5H

5S

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.
900 All - 18 - - -24 -

  • Beam property.
  • Small wall bounce.

Not the best projectile, lacking swiftness and fast recovery, but the benefit of having a beam as a normal is being able to cancel it into specials or into vanish even on whiff. 236H goes hand in hand with this normal thanks to it both being a truestring and combo anywhere on the screen after 5S connects, letting Gogeta use this to get in very quickly.

In pressure this normal frametraps from any normal, but is obviously impossible to stagger with thanks to the very high recovery. Truestrings into Superdash in the corner, letting you go for the classic superdash mixup or other options.

2L


2M

2H

2S

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.
900 All - 26 - Total 75+10L -28 -

  • Beam property.
  • Causes a ground bounce, links into superdash only in the corner.
  • Adds ten frames of landing recovery, not good for mixups or pressure.

2S > SD isn't a true blockstring, and the gap is no longer small enough to stuff 2H. Don't bother using this for mixups, Gogeta has much better tools.

Extremely long recovery, using this move at all outside of a combo is asking to die. If you miss, you can maybe play a game of superdash RPS to try and save your life, however you are ultimately still -75 and have 10f of landing recovery waiting for you, all for a high start-up move that your 2M would have covered anyway. Avoid this outside of neutral gimmicks, or if you're willing to vanish quickly on whiff and risk being 2H'd.

6M

j.L

j.M

j.H

j.S

j.2H

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.
850 High D1 18 - - -5 -

  • Smash on air-to-air, causes a ground bounce sliding knockdown on Smash hit.
  • When opponent is grounded, is -2 on hit and will not have Smash property.

Has much better oki compared to j.236L > L > L, and leaves the opponent much closer, but is inferior to j.236L > M > M in the corner. When going for the DHC mid-screen, j.2H is needed to connect Gogeta's supers without an extremely tight link from j.236L > L > L into Big Bang Kamehameha.

Although it's an overhead, it's -2 on hit and gives no combos at all on grounded hit, and attempting to vanish will open you up. This button really shines in combos with new extensions and more damage, in the corner is used for assist conversions and rejumps, all due to the new ground bounce. For pressure, it might surprise overhead your opponent if they were expecting you to land out of j.M.

j.2S

Special Moves

Soul Strike

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.
Ground L 650 All - 12 - - -8 -
Air L 650 All - 12 - - - -
Ground M 700 All - 17 - - -8 -
Air M 700 All - 17 - - - -
Ground H 750*2,900 / 750*2,900,400 All*2, High D1, U1 13 - - -5 -
Air H 750*2,900 / 750*2,900,400 All*2, High D1, U1 13 - - - -

  • Any followup can be used on whiff.
  • Only ground L and L~L rekkas keep grounded opponents standing. The others launch on hit.
  • Ground rekka doesn't have head property, air rekka does.
  • Distance traveled: Air H > Ground H > Ground M > Ground L = Air L > Air M

236L
  • Strikes half screen forward.

Your safest bet. Most opponents will expect you to truestring into the rest of the L chain, making staggering with this not as scary as the framedata would lead you to believe.


236M
  • Can cancel into H followup during startup.

Reels back before the attack. Performing this with his back against the wall gives significantly better range than midscreen.


236H
  • Each hit of 236H automatically does its next followup on hit, block, or reflect.
  • Last hit causes a ground bounce, Smash hit adds sliding knockdown.
  • After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit, and a sliding knockdown without.
  • The second to last hit can also be cancelled instead for a grounded Super.
  • The non-smash hit ALWAYS give sliding knockdown

236H should be treated more as a lariat than a rekka since the followups come out for you. It gives very good reward on hit with the proper combos, but consumes both smashes. There are setups to help mitigate the lack of a sliding knockdown besides using another EX move.

Soul Strike Follow-up 1

Soul Strike L/M> L/M

Soul Strike Follow-up 2

Soul Strike Follow-up 1 > L/M/H or Soul Strike L/M > H

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 850 High D1 15 - - -5 -
M 900 High D1 17 - - -5 -
H 900 / 900,400 High D1, U1 12 - - -5 -

  • Auto-corrects.
  • Range: L > M > H

L
  • Only causes a short sliding knockdown on Smash hit.

Very poor oki. Extremely difficult to hit Big Bang Kamehameha after. M is superior and will always work in the corner, so only end combos with this instead of j.2H if your corner carry wasn't enough.


M
  • Smash hit causes a ground bounce and sliding knockdown.
  • Hits below Gogeta.
  • Leaves a gap from any 236X~X or j.236X~X

Doesn't scale as much as you'd be lead to believe, can be used for certain sparking routes. Otherwise, you'll be using this at the end of your combo or to do an assist extension.


H
  • Causes a ground bounce, Smash hit consumes sliding knockdown.
  • After landing, does an extra hit that switches sides and causes a big wall bounce on Smash hit.
  • The last hit can also be cancelled instead for a grounded Super.
  • The non-smash hit ALWAYS give sliding knockdown

236L~H is a 100% unpunishable and gapless overhead. 236L~H is 25f, 236M~H is 26f, but at close range the opponent can block 236L before the H comes out, which doesn't happen to 236M.

The unfortunate weakness of the H followup is the expenditure of both smashes and swapping sides.

Rising Vortex

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.
Ground L 150*3, 600 All - 9 - - - -
Air L 150*3, 600 All - 9 - - - -
Ground M 150*5 / 150*5,1000 All U1+ 16 - - - -
Air M 150*5 / 150*5,1000 All U1+ 12 - - - -
Ground H 1000 / 550,1000 All U1+ 9 - - -22 -
Air H 150*7 / 150*7,1000 All U1+ 9 - - - -

  • Hitbox completely surrounds Gogeta.

214L
  • Frame 1 air invuln
  • The fastest option Gogeta has

Your typical light DP. Unscaled starter, so perfect for TODs and beating super dashes mid-air, however what makes this particularly standout is the 360 hitbox letting you even use this to easily beat crossups, especially with the incredible startup.

Can also be used in clashes thanks to its speed, and is preferred over 214H thanks to its invincibility, multi-hits and TOD potential.


214M
  • Frame 1 full invul, true DP.
  • Goes slightly further than L versions.
  • Adds an extra kick at the end which uses Smash.
  • Smash hit wall bounces, can link into j.H even midscreen.

360 DP. Can link into airdash j.236L and j.236H mid screen, but the timing is only practical on big bodies, so confirm into j.H -> j.236H + assist extension if you aren't insane.


214H
  • Frame 1 full invul, true DP.
  • Ground version does a gut punch, air version is a faster j.214M
  • Both versions switch sides, causes a big wall bounce on Smash hit.
  • The non-smash hit causes sliding knockdown.

The grounded version is a blessing and a curse. Somewhat stubby range, but gives combos while Gogeta's back is against the wall. The air version however is mostly a combo tool, since j.214L is just as fast while still having air invincibility.

Multiplex Afterimage

236S (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.
Attack 262*5, 500 All*5, High D1 34 - - -5 -
Feint - - - - - Total 45 - -

  • Can only be done once in the air.
  • Fully invulnerable from frame 6-10 while Gogeta is invisible.
  • Hold InputIcon 4.png to use j.S clone, and InputIcon 6.png or InputIcon 8.png to use j.2S clone.
  • During startup, the bottom clone is always the real one. Hitting fake ones will cause them to disappear.

  • Normally does a tracking j.2H on block or hit, causes a ground bounce. Smash even on grounded hit and adds sliding knockdown.
  • 5S clone true string into the dive kick, making it safe even at point blank.
  • j.2S clone's beam pops the opponent up like a typical beam instead of ground bounces.

  • Hold S to feint, can also choose which clone to warp to.
  • Performing this at jump height will still give the ground version, so the feint into the 5S clone counts as landing, regaining your air options.
  • Can super jump install into an airborne clone, retains super jump's momentum control.

j.2S Clone sets up for a high/low 50/50 and cross-up j.L/M.

5S Clone sets up for lows and command grab/DR.

Potentially a very potent mix-up tool when paired with a high blockstun assist. Unfortunately pretty weak when he's solo unless they're conditioned to block, and potentially disastrous in neutral if you decide to shoot and end up missing. You're a whopping -93 if you whiff, and while you could steal neutral by using an assist or vanish to steal your turn back after the j.2H follow-up, 5S or 236H will do that with much less risk than this. Use only if you know it'll work.

Punisher Drive

214S

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.
180*5, 1188 Throw U1 25 - - - -

  • Full screen command grab, max range startup is 32.
  • All assists immediately leave the screen on hit, also can't call any assist until after recovery.
  • On hit, leaves Gogeta point blank behind the opponent, keeps grounded opponent standing.
  • Whiffs on airborne. Can still hit airborne opponent mid-combo, causes sliding knockdown.
  • Only hits once per combo, like most command grabs.

This move is better off used as a neutral tool than a mixup tool. In pressure it's too telegraphed due to the bright glow and startup, along with giving very little reward. You can gimmick some people by cancelling the first hit of 5L into this, but it still rounds out to more risk on your end than reward. Against passive opponents who don't want to try to challenge Gogeta in the air however, this move really shines thanks to its short recovery. Fullscreen people are less likely to notice the startup, and if they do then it's already too late for them to punish it.

214S is also excellent for combos. 5H into 214S scales very little and is a classic TOD starter for Gogeta.

Z Assists

Assist A

Super Dash Kick

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 All - 31 - - +29 -

  • Big wall bounce. Enough for GT Goku to combo into Spirit Bomb from midscreen.
  • Has head property.

Really good. Has a good amount of blockstun and sets up a ton of utility for many characters, such as midscreen snap setups and confirms from beams, thanks to its wall bounce and being fullscreen. The only downside to it being it's rather slow, so you can't just throw it out whenever you please - and using it in combos can be tricky if you don't have the timing down completely. Regardless, Gogeta's A assist is very good for what it can do for a majority of the cast, and is one to be feared.


Assist B

Rising Vortex

Assist C

Galick Gun

Super Moves

God Punisher

236L+M

Stardust Fall

j.236L+M

Big Bang Kamehameha

236H+S (Air OK)

Meteor Explosion

214L+M or 214H+S

External References

Navigation

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