< DBFZ | SSB Gogeta
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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 > jc > j.LL(3)L > SD > j.LL(3) > djc > j.LL(3)2H | 3100 | 1.1 | 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 |
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...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 > 5M > 5S > jc.HS2S > jc.HS2S > j.236MMM | Corner | ? | ? | All | 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 | ? | ? | All | 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.5H > j.5S > j.2S > IAD > j.5H > j.5S > j.2S > 236M > A1 > DR > A2 > 236S > 214L+M > Hold L+M | Corner | ? | ? | All | 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. | |
Limit Break > SPARKING! > 5H > 236H > [Hold Vanish] > 236H(3) > Level 5 | Corner | 10026 | -7 | All | Very Easy | Not only is this a SPARKING! combo, but it has to be done during Limit Break. It is a simple TOD. Credit to Heyyy Jude for this combo. |
Notes
Assist
Combo | Position | Damage | Meter Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
... j.236XMM > Assist > DR > 214M > j.236L+M/j.236H+S | Corner | ? | ? | All | Your go-to. Depending on your team structure, you may have to forgo the 214M so your other supers connect. | |
... j.236XMM > Assist > 214S > Super | Corner | ? | ? | All | Harder than the above combo, but good if you started your combo with Dragon Rush. | |
... DR > Assist > 236S/214S > Super | Corner | ? | ? | All | 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