Dragon Ball FighterZ Wiki
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Power
 
SS
Speed
 
SS
Reach
 
A
Technique
 
A
Energy
 
SS
Ease of Use
 
S
Gogeta SS4's stats from Dragon Ball FighterZ's official website.


Normal Attacks[]

Input Damage Guard Start-Up Advantage
400 All
A quick jab.
560 All
A right hook.
700 All
A back flip kick, then punches the opponent down.
Input Damage Guard Start-Up Advantage
700 All
A step-in roundhouse kick.
Input Damage Guard Start-Up Advantage
1000 All
A side-kick. Causes a wall bounce.
Input Damage Guard Start-Up Advantage
400 All
A blue Ki Blast fired from his eyes.
Input Damage Guard Start-Up Advantage
400 Crouch
A quick low jab.
Input Damage Guard Start-Up Advantage
700 Crouch
A sliding sweep kick.
Input Damage Guard Start-Up Advantage
1000 All
A step-in uppercut.
Input Damage Guard Start-Up Advantage
850 Stand
A hopping overhead kick.
Input Damage Guard Start-Up Advantage
(in air) 400 Stand
A knee attack.
Input Damage Guard Start-Up Advantage
(in air) 700 Stand
A roundhouse kick.
Input Damage Guard Start-Up Advantage
(in air) 850 Stand
An overhead axe kick.
Input Damage Guard Start-Up Advantage
(in air) 400 All
Fires a Ki Blast from his eyes diagonally down at his opponent.
Input Damage Guard Start-Up Advantage
(in air) 850 All
A high kick while moving forward.


Special Moves[]

Saiyan Kick
Steps in for a high kick.
Input Damage Guard Start-Up Advantage
600 All, Stand
Head Crusher
Steps in for an overhead axe kick.
Input Damage Guard Start-Up Advantage

(during Saiyan Kick)
600 All, Stand
Leg Breaker
Steps in for a low sweep kick.
Input Damage Guard Start-Up Advantage

(during Saiyan Kick)
600 All, Crouch
Finish Sign
Taunts his opponent by waggling his finger at them.
Input Damage Guard Start-Up Advantage
0 None
Increases the player's Super Meter. Repeat use increases the amount of Meter gained (up to 7 levels) - gains 1/4 of a meter bar with level 7. Additionally, it increases the power of the next Super attack.
Lightning Hammer

Performs a charging body punch. Medium & Heavy variants add a blast after the punch.
Input Damage Guard Start-Up Advantage
(air OK) 1000 All
Travels about 50% of the screen. The aerial variant will launch the opponent vertically slightly.
(air OK) 1100 All
Has the same range as . Causes a wall bounce with the second hit.
(air OK) 1200 All
Has the same range as & . Causes a floor bounce with the second hit. Consumes half a ki gauge.
Meteor Strike

Performs a rushing overhead kick.
Input Damage Guard Start-Up Advantage
(air OK) 1000 All
Travels about 25% of the screen. Causes a brief floor slide.
(air OK) 1400 All
Travels about 50% of the screen. Causes a long floor slide.
(air OK) 1600 All
Has the same effects as . Consumes half a ki gauge.
Bluff Kamehameha

Feigns a Kamehameha with a party horn, then teleports behind them for an elbow strike, and kicks them away.
Input Damage Guard Start-Up Advantage
1060 All, Stand
Can only be used close range. Causes a wall bounce.
Punisher Guard
Input Damage Guard Start-Up Advantage
(air OK) 870 All

Parries all normal attacks. Launches the opponent. Can follow up with Super Dash.
Plus Energy of Justice
Unleashes a burst of energy.
Input Damage Guard Start-Up Advantage
(air OK) 1200 All, Stand
Causes a floor slide. Additionally, installs a Dragon Ball (in order of 2, 5, 6, 7, 4, 3, 1) once the attack ends, regardless of contact with opponent.


Z-Assists[]

Finish Sign
Input Damage Guard Start-Up Advantage
/ (with Z-Assist A equipped) 0 All
Increases the player's Super Meter by 2 bars at 0 Finish Sign level, and 60% of a full bar at Level 7 Finish Sign.
Lightning Hammer
Input Damage Guard Start-Up Advantage
/ (with Z-Assist B equipped) 800 All
Performs a charging body blow punch.
Plus Energy of Justice
Input Damage Guard Start-Up Advantage
/ (with Z-Assist C equipped) 1080 All
Creates an explosion of energy around him, then kicks the opponent down. Automatically gains a Dragon Ball regardless of contact with the opponent.


Super Attack[]

Ultimate Impact
Input Damage Guard Start-Up Advantage
or (air OK) 2541 All

Teleports to the opponent to kick them away, chases them and finishes with a punch that explodes upon hitting the edge of the stage. If performed mid-air, the punch is replaced with a downwards kick that explodes upon hitting the ground. Consumes one Ki gauge.


Meteor Attack[]

Ultra Big Bang Kamehameha
Input Damage Guard Start-Up Advantage
(air OK) 4186 All

Fires a large Kamehameha at the opponent. Consumes three Ki gauges.
x100 Big Bang Kamehameha
Input Damage Guard Start-Up Advantage
(with Finish Sign at Level 7) (air OK) 29160 All

Fires a large Kamehameha at the opponent, with a cinematic screen of Super Saiyan 4 Goku & Vegeta behind him upon activation. Instantly kills the opponent. Consumes three Ki gauges.


Navigation[]

Playable Characters' Move List in Dragon Ball FighterZ
Base Roster Goku (Super Saiyan)Vegeta (Super Saiyan)PiccoloGohan (Teen)FriezaCaptain GinyuTrunksCellAndroid 18GotenksKrillinKid BuuMajin BuuNappaAndroid 16YamchaTienGohan (Adult)HitGoku (SSGSS)Vegeta (SSGSS)BeerusGoku BlackAndroid 21
DLC Season 1 GokuVegetaBrolyZamasu (Fused)BardockVegito (SSGSS)Android 17Cooler
Season 2 JirenVidelGoku (GT)JanembaGogeta (SSGSS)Broly (DBS)
Season 3 KeflaGoku (Ultra Instinct)Master RoshiSuper Baby 2Gogeta (SS4)
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