Gogeta (SSGSS)
Combo Notation Guide Character Name Abbreviations
Numbers represent direction on a keyboard numpad. For example + becomes 236L.
> = Proceed from the previous move to the following move.
land = Indicate that the player must land at a point in the sequence.
, = Link the previous move into the following move.
-> /~ = Cancel the previous special into a follow-up special.
dl. /delay = Delay the following move.
whiff /(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j = Jump
hj /sj = High Jump/Super Jump
jc = Jump Cancel
hjc /sjc = High Jump Cancel/Super Jump Cancel
dc /adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
DR = Dragon Rush
SD = Super Dash
A16 = Android 16
A17 = Android 17
A18 = Android 18
A21 = Android 21
L21 = Android 21 (Lab Coat)
AGH = Gohan (Adult)
BDK = Bardock
BGK = Goku (SSGSS)
BLK = Goku Black
BRO = Broly
BRS = Beerus
BVG = Vegeta (SSGSS)
CEL = Cell
CLR = Cooler
FRZ = Frieza
GKN = Goku
GKU = Goku (Super Saiyan)
GNY = Captain Ginyu
GT4 = Gogeta (SS4)
GTA = Gogeta (SSGSS)
GTG = Goku (GT)
GTK = Gotenks
GUI = Goku (Ultra Instinct)
HIT = Hit
JNB = Janemba
JRN = Jiren
KBU = Kid Buu
KEF = Kefla
KRL = Krillin
L21 = Android 21 (Lab Coat)
MBU = Majin Buu
NAP = Nappa
PIC = Piccolo
RSH = Master Roshi
SB2 = Super Baby 2
SBR = Broly (DBS)
TEN = Tien
TNK = Trunks
VDL = Videl
VGN = Vegeta
VGT = Vegeta (Super Saiyan)
VTO = Vegito (SSGSS)
YAM = Yamcha
YGH = Gohan (Teen)
ZAM = Zamasu (Fused)
Midscreen
Meterless
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > 5M > jc > j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)2H
3820
0.95
All
Very Easy
Basic midscreen BnB, j.2H ender gets good oki.
...djc > j.LL(3)L > j.236L~LL
4111
1.15
All
Very Easy
Alternate ender for damage. Skip j.H in high HSD.
2L > 5L > 5LL > 5M > jc > j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)2H
3320
1.14
All
Easy
Alternate combo from 2L. You can't get as many mediums in the combo because of how 2L launches, so this is as good as it gets.
2L > delay 5L > 5LL > delay 5M > sjc > j.LLL > SD > j.LL(3) > djc > j.LL(3)2H
3320
1.2
All
Medium
2L sideswitch combo. Sideswitches after 5M. Only works with point blank 2L.
5H > delay SD > airdash j.M(1) ▷ dash jump j.LL(3) > djc > j.LL(3)2H
3200
0.8
All
Medium
5H rejump. More strict timing then average. Gives amazing corner carry and supplements his corner combos allowing for a second superdash.
5L > 5LL > jc > j.DR
2302
0.45
All
Easy
Meterless solo DR for snapback.
Metered
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > 5H > 214S > vanish , dash 2L > 2M > 5M > jc > j.LL(3) > djc > j.LL(3)2H
5054
-1
All
Easy
Grounded vanish extension. Does more damage then a basic midscreen BnB into lv1.
...vanish , dash 2L > 2M > 5M > jc > j.LL(3) > djc > j.LL(3)2H
2395
-1
All
Easy
#1. Post vanish extensions. (Damage from 5S)
...vanish , dash 2L > 5L > 5LL > jc > j.LL(3) > djc > j.LL(3)2H
2415
-1
All
Easy
#2. More damage then above. May be less consistent.
...vanish , dash 5L > 5LL > 5LLL > SD > j.LL(3) > djc > j.LL(3)2H
2535
-1
All
Easy
#3. Optimal post vanish.
...djc j.LL(3)L > j.214M > vanish...
4280+
-1
All
Very Easy
Example combo for air vanish extensions below. Does less damage then 236LLL but doesn't use smash property.
...vanish > j.236S[4]
4550
-1
All
Easy
#1.
...vanish > j.236M (whiff) , j.LL(3) > j.236L ~ L ~ L
4841
-1
All
Easy
#2.
...vanish > delay j.236M ~ M ~ M
4625
-1
All
Easy
#3. Optimal post air vanish extension. Strict timing in high HSD combos.
Notes
Corner
Meterless
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
5M > 2M > 5S > 2S > j.214M , j.HS2S > SD > j.M(3) > djc > j.MHS > j.236M ~ M ~ M
5022
1.3
All
Easy
#1. Corner BnB. Use these if confirming off of 2L. Skip j.S or j.H in high HSD combos.
2M > 5M > 214M, j.HS2S > SD > j.LL(3) > jc.4LLM(3)HS > j.236M~MM
4982
1.3
All
Easy
#2.
2M > 5M > jc > j.LL(3) > j.214M , j.HS2S > SD > j.LL(3) > jc.LL(3)LS > j.236M~MM
4847
1.4
All
Easy
#3. Most meter gain. Works from round start 2M.
5M > 2M > SD > j.H ▷ 5L > 5LL > 5M > sjc > j.M(3)LL > djc > j.LL(3)LS2S > SD > j.LL(3) > j.236L ~ M ~ M
5237
1.6
All
Medium
j.H rejump off of 5M. Hard to confirm so use this as a punish combo.
IAD j.M(3) ▷ 5L > 5LL > jc > j.H ▷ 5L > 5LL > 5M > sjc > j.M(3)LL > djc > j.LL(3)LS2S > SD > j.LL(3) > j.236L ~ M ~ M
3790
1.75
All
Medium
#1. IAD j.M confirm.
IAD j.M(3) ▷ 5L > 5M > 2M > 5H > 5S > 2S > SD > j.LL(3) > djc > j.LL(3)LS
3540
1.5
All
Easy
#2. Easy mode combo.
IAD j.M(3) ▷ 5L > 5M > 2M > 5H > delay SD > airdash j.M ▷ dash jump > j.LL(3) > djc > j.LL(3)LS2S > SD > j.LL(3) > j.236L ~ M ~ M
3650
1.75
All
Medium
#3. 5H rejump. Works at round start.
IAD j.M(3) ▷ 5L > 5LL > IAD j.M(3) ▷ 5M > sjc > j.M(3)LL > j.LL(3) > j.S > j.214M , j.HS > SD > j.LL(3) > j.236L ~ M ~ M
3685
1.75
All
Medium
#4. IAD j.M swag combo.
IAD j.M(3) ▷ 5L > 5LL > 6M , 5L(2) > jc > j.LL(3) > j.214M , j.HS2S > SD > j.LL(3) > djc > j.LL(3) > j.236L~ M ~ M
3740
1.75
All
Medium
#5. 6M , 5L link.
2M > 5M > jc > j.M(3) > djc > j.M(3) > j.214M , j.DR
3590
0.75
All
Very Easy
Meterless DR for solo snapback.
Metered
Combo
Damage
Meter Gain
Works on:
Difficulty
Notes
...djc > j.LL(3) > j.236H(4) > delay vanish , DR...
?
-1.5
All
Easy
Keep the corner with j.236H into a ground DR.
...djc > j.LL(3) > j.214H > delay vanish , j.DR
?
-1.5
All
Easy
Keep the corner with j.214H into a DR.
Notes
Sparking
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5H > 5S > jc.HS2S > jc.HS2S > j.236MMM
Corner
6526
~2.13
All
Easy
Bread and butter sparking loop starter in the corner. Stronger when paired with assists after 236M bounce SKD, and can even lead to TODs in the right scenarios.
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5S > jc.HS2S > jc.HS2S > SD > j.LL > j.236LMM
Corner
6565
~2.90
All
Easy
Modified corner starter. Stronger as a solo SKD pressure, as pairing with assists after bounce yields high hit stun so it's hard to confirm off of.
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5H > 5S > JC > j.H > j.S > j.2S > IAD > j.H > j.S > j.2S > 236M > A1 > DR > A2 > 236S > 214L+M > Hold L+M
Corner
~7392/~9174/TOD
~3.40/~0.40/~-1.60
All
Medium
First assist needs high horizontal hitstun, second needs to be a fast launch. Overall combo builds 3 bars, so as long as you start with 2 bars, this combo can kill at 100% health.
2M > 5H > 214S > SPARKING!, (run to other side of opponent so you're facing the wall) 2M > 5H > 5S > jc.5MHS > SD > j.5LL > jc.5LLL > 236H > Very slightly delay Vanish > DR ▷ 214L+M
Corner
9053
-1.60
All
Medium
High damaging combo. If you want this to TOD, either spend 2 more bar for the finisher, or deal exactly 10000 damage in Limit Break.
2M5HS > 236H > SPARKING! > 5LLL > SD > jLLjcLLL > j236H > Vanish ▷ [DR] > 214L+M > Hold L+M
Corner
9304 or TOD
-6.80
All
Very Easy
Bardump Limit Break TOD
5H > 214S > SPARKING! > , (run to other side of opponent so you're facing the wall) > 5L > 5M > jc.LLL > jc.HS2S > SD > j.LLL > j.236LMM > A1 ▷ S > 214M > A2 > [DR] ▷ 236 S+H > Other supers.
Midscreen
TOD
~0.90
All
Medium
0 bar, 1 meter positive Round start TOD, A1 needs average hitstun and can't launch them too high, A2 needs to be a tracking assist that keeps the character in place (Gotenks tien etc). Depending on what supers and assists you use you may need to spend an extra bar for a lvl 2, but it certainly works with Tien as A2.
2M > 5H > 236H > [Vanish] > j236H(3) ▷ 214L+M > Hold L+M
Anywhere
8582
-7
All
Easy
High damage combo in Limit Break that kills with added sparking.
Notes
Assist Extensions
Combo
Position
Damage
Meter Gain
Works on:
Difficulty
Notes
... j.236XMM > Assist > DR > 214M > Super
Corner
?
?
All
Easy
Your go-to. The super you use depends on the DHC you want to call in afterwards.
... j.236XMM > Assist > 214S > Super
Corner
?
?
All
Medium
Harder than the above combo, but good if you started your combo with Dragon Rush.
... j.236XMM > Assist > 2S > j.5S > j.214M > Super
Corner
?
?
All
Medium
Max damage combo finisher. Some assists allow this even if j.236XMM doesn't ground bounce, which is when it shines.
... DR > Assist > 236S/214S > Super
Corner
?
?
All
Easy
Useful only if it's going to kill.
Notes
Gogeta gets most of his assist extensions at the end of his combos.
Misc
Video Examples
https://www.instagram.com/p/B3Qc81Rgg2w/
Sparking TOD
Navigation
Gogeta (SSGSS)
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