DBFZ/SSB Gogeta/Strategy

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Revision as of 16:57, 19 November 2020 by 24.45.3.17 (talk) (→‎Point)
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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

Gogeta needs assists to work as a character. He desperately needs assists to mitigate his problems and enable the few pros he has.

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 is a bad idea. His pressure is nonexistent solo and is easy to GC on reaction. Not to mention how easy it is for a decent player to bait Gogeta's neutral options and punish you hard for doing said option.

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

Gogeta has frankly shyte okizeme midscreen. While 236--L seems to give good okizeme, you have to literally mash out a super for it to connect from it, and even that is inconsistent, leaving your only option from it being mixups. In the corner, Gogeta has far better oki, with the primary option being 236LLM or anything that can leading into the M finisher, which allows Gogeta to use his supers from it as well as mixup options.

Tips and Tricks

  • For your own sake, please remember Gogeta has awful frame data. You should work to trick the opponent instead, using your huge normals and beams to strategically bully the opponent around, until you can land a starter. Get comfortable with the fact you will have unorthodox options, and Gogeta will be able to ruin his opponent.
  • On the same note, get comfortable with your three Multiplex Afterimage options, so you can get the most out of it.
  • M Rising Vortex should be your get out of jail free card, and can convert into a combo if you want to spend a vanish or suitable assist. H Rising Vortex has the wonderful blessing of a side-switch, which can corner his opponent, a Gogeta favourite.
  • Use your corner carry, you have much better control of the fight once there, and Gogeta can get a ton of meter, either to burn or support his team

Fighting Gogeta

Blocking is the anti-Gogeta strat midscreen, because his frame data sucks so much. Do not worry about being hit by his 2L, due to its scaling, but be aware of it anyway. Gogeta would also suffer without his assists, especially on point, so either Happy Birthday or force-change out Gogeta to take out his assists.

Oh yeah, and don't get cornered... Just don't. Gogeta loves it in the corner, but you might not love it as much as his slightly darker Super Saiyan Blue hair does.

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