DBFZ/SSB Gogeta/Strategy

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General Tactics

Gogeta is a high power, high mixup character, with access to fast, devastating pressure, as well as the ability to control space on the entire screen. Although fairly slow in comparison to other beams, his 5S is his best tool for controlling space, and since it's a normal, you can vanish cancel on whiff to secure safety if necessary. Likewise, his midscreen and corner combos are very strong, leading to 40% minimum from almost any starter. Likewise, his invincible DP (214M) causes a same side wallbounce leading to easy to confirms and even kills if your opponent isn't careful, and his side switch invincible DP (214H) is good for starting combos in the corner if you're being pressure, leading to high damage and knockdowns, switching the momentum in your favor.

Team positioning

Point

Point Gogeta allows for his mixup tools to really shine. Access to two assists really opens the door for his pressure because his staggers are really bad. The only downside is that his assist is very strong and being point doesn't allow other characters to use it.

Mid

Mid Gogeta is arguably his best position. Having one assist still gives him strong mixups, but he is self-sufficient enough combo-wise to only use the one. It also allows your point character to take advantage of his assist.

Anchor

Anchor Gogeta isn't terrible either. He actually has some solo ToD's that aren't too difficult and it allows for both characters to use his assist. The problem lies in his solo pressure, because his normals besides 5L are all punishable.

Picking Teammates

Blockstrings

  • 2L > 5L > 5LL > 2M > 5M > 5H...
  • 2L > 5L > 5LL > 2M > 5M > 5H > 236LLL

Safe normals: 5L.

  • 2L (reflected) > 2M > 5H > 5S (Reflect Proof)
  • Mix up tools:

5LLL: (Gimmick)

  1. 5LLL > SD
  2. 5LLL > airdash j.M
  3. 5LLL > delayed SD

5LLL pulls opponent out of the corner unless in blockstun. Will need to cover the gap between 5LL and 5LLL to make this real. Overall too risky and resource hungry to be viable in a real match.

236LM:

  1. ...236LM > airdash j.M
  2. ...236LM ▷ 2L

Second M rekka leaves Gogeta airborne. Viable with low blockstun assist. Can be fuzzy guarded as Gogeta's 2L has 11 frames startup.

2H: (recovers airborne)

  1. ...2H > airdash j.M
  2. ...2H ▷ 2L

Can be done with medium/high blockstun assist. Can be fuzzy guarded as Gogeta's 2L has 11 frames startup. j.M may cross up midscreen on small crouching characters.

"Jail" into SD

  1. 5S > 2S > SD > airdash j.M
  2. 5S > 2S > SD ▷ 2L

SD and 2S can be reflected. 2S can be reflected on reaction. (26 frame startup) 2S (reflected) > SD can be 2H'd. Can be fuzzy guarded as Gogeta's 2L has 11 frames startup.

Afterimage:

  1. ...236[5S] , 2L
  2. ...236[6S] , j.M
  3. ...236[6S] , slightly delayed airdash j.M (Cross up)
  4. ...236[4S] , airdash j.M (Same side)

This is Gogeta's only real mix-up and requires a high blockstun assist to setup properly.

The blockstring and mix-up option you choose is mostly dictated by the assist you pick. 5LLL is mainly used as a knowledge check it can be 2H'd and even mashed out of. 214S can be used as a tick throw without delay off every move except 5S .(delay needed) 236M~H can be used as very fast overhead (no head property) by cancelling the 236M "reel back" into the heavy ender.

Okizeme

Tips and Tricks

Fighting Gogeta

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