Rivals of Aether

Rivals of Aether

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SSJ4Gogeta D.E
   
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22 Jun, 2022 @ 9:05pm
25 May @ 4:35pm
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SSJ4Gogeta D.E

In 1 collection by DLshadows
DLshadows dbz collection
14 items
Description
The ultimate dbz fusion is here! Don't just beat your foes, send them a message. Ssj4 Gogeta has joined the fight and he brings insults and bs, just as you expect. Fusion only lasts so long so lets go over what he can do quickly, starting with.

The Main Gimmick - Level Meter.
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By taunting Gogeta will build a LV. There's 7 LVs and each one comes with a different neutral special along with a passive buff.
LV1- Ki blast barrage! Replaces the regular ki blast with a flurry of them, it also makes down special into an actual attack.
LV2- Ki beam. Fires a fast shortish range beam that stuns foes, great for reseting or starting a combo. It also gives side special a second hit.
LV3- Kamehameha, the classic beam. A fast good range beam that does good damage and knockback. It also allows you to hold the special button during up special to track and teleport to your opponent.(This will cost 1 LV to do)
LV4- Big Bang Kameha! A bit slower and shorter range beam that does great damage. It also boosts the damage and knockback of side and down special.
LV5- Big Bang Shot! A big very hard hitting blast that hits far in front of Gogeta, it's hard to space but kills very early. It also allows you to cancel any attack into a special move, get creative with your kills!
LV6- Warp Kameha x10! Charge up before teleporting to your foe and unleashing a strong finishing beam! It also grants you a boost to movement and aerial speed.
LV7- Big Bang Kamehameha x100! The ultimate move, with very slow start up and endlag this massive move will delete anyone caught in it! it also bestows you a third jump.
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One thing to note is if Gogeta gets parried, he will lose all gained LVs.
And now let's talk about some other fun *and bs* things he can do.
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Jab is a 3 hit combo like in Fighterz, the 3rd hit will track and leave them stunned in place for a moment.
Ftilt can be angled up and downwards by holding diagonally in those directions at start up.
Fair is a short range grab, perfect for extending combos.
Down smash has invinciblity during the teleport(new), use that to dodge a move then counter with a flying explosive kick.
Nair is a triple kick that if you hit with will let you do another 3 kicks. You can jump cancel during the endlag.
you can hold up during up tilt to have Gogeta teleport upwards.
Down special the fake kameha will do nothing at LV0.
(New)Up smash, i simple flip kick.
(New)Dash attack, a lunging kick that can canceled into up smash by pressing attack while holding up.
(New)Fsmash, a quick kick followed by a strong second kick, by holding up or down he'll do different second kicks.
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And that should mostly cover the GT man..men fusion himself.
Sprites by https://www.deviantart.com/blackvinas jgdrmemes_devjm32 & https://www.deviantart.com/dbspritefight give them all some love!
66 Comments
DLshadows  [author] 21 May @ 11:35am 
The move purposely can be stopped since it's a 1 shot if you don't hit the parry. Unlike Vegito's, gogeta's can be gotten very easily and used multiple times per match which if it's a gaurenteed kill it wouldn't be fun to fight against.
But i did make bluff and most of his other moves have bigger hitboxes to help with that, it'll be updated soon enough
zoodles x3 18 May @ 8:11pm 
its not that its bad its just hard to land at times plus if someone is just on you the whole time, its like... impossible to use xd
Helpmeplease 18 May @ 7:13pm 
I honestly kinda agree with Zoodles. Like, Vegito's Final Kamehameha is a guaranteed one shot anywhere on the screen, which feels kinda unfair that SSJ4 Gogeta doesn't have the same thing?
zoodles x3 18 May @ 1:41pm 
@DLshadows hey if u don't mind but the tag , i was reading your updates and was wondering about his final level 7 attack, while op as hell if u get hit at range or tapped at all u just lose everything, maybe when using his level 7 it should make a range barrier out of the kamehameha kinda like how the McD mascot mod has a barrier for idk why, it would just make it more like in the game figher Z you can block or stop his attack but have to avoid it or die. another thing is it possible to make his bluff kamehameha have a biggger hit box, ive had times when im just infront OR inside of my opponent and they dont get hit and i get punished for it ,sometimes its hard to aim but thats more my problem ,THEN again maybe its just a skill issuse on my b-half lol also any tips for good combos into the level 7? xd
DLshadows  [author] 18 May @ 9:20am 
I got some other stuff to work on so for now lemme give you the run down. I made most of his hitboxes a bit bigger, speed up dash attack but removed the up smash option. Made fsmash connect into itself properly. Made down smash start up slightly faster and come down much faster. And most importantly, lvl 2 is now tilt cancels with all grounded normals, side b now works without needing lvl 2.
DLshadows  [author] 18 May @ 8:55am 
Thanks i'll be using all this along with some things i've done so far and get him feeling better. And yeah resizing is a no as it would take a long time to re-edit everything plus would cause visual blemishes, but i'll figure out how to make em feel less small
Dash 18 May @ 7:43am 
SS4 Gogeta has a semi-cancel mechanic once he's at a certain level, but it's only for canceling normals into specials and ONLY if he's at that level or higher. He loses this to a single parry in comparison to Gogeta Blue who just has this as his whole existence. I'm not actually against that, but he already struggles to use said normals so you can sorta see how that hinders him even more.

If I get more to note for you, I'll be sure to send 'em!
Dash 18 May @ 7:43am 
I would also say it's not a bad idea to take a bit of inspiration from LTSaim's Gogeta Blue:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2790121377&searchtext=gogeta

The first thing to note is that all his normals not only aren't slow, but they all cancel into OTHER normals and such to make him feel like a fast combo-heavy character, but each normal can only be used once in a combo (cannot Dtilt > Ftilt > Dtilt again) to prevent infinites. His size is also noticeably larger which gives him more range (though I think he's TOO big, like why is he towering over Cragg lmao)
Dash 18 May @ 7:42am 
So as suggestions, I think his No.1 weakness is currently his range. All of his attacks are very tiny, and it >could< be solved by slightly resizing him but that might be something you're not comfortable with, so you could increase hitbox size as an alternative. His 2nd issue being his attacks are too slow, a lot of them have awkward startup or end lag, which REALLY doesn't sit well with his low range, it makes him feel unsafe on a majority of his moves. Like trying to land both hits of his FStrong feels nigh impossible, as they either don't reach or the enemy just drifts out of it, the same is true with his DAttack. DStrong feels like it has 0 usage and almost never hits; seems like it's meant to evade an attack and come down on top of them, but it doesn't really work out and he usually gets hit for trying it lol.
DLshadows  [author] 17 May @ 9:32pm 
@Dash i'm working on a patch to make his normals feel better, any suggestions?

@zoodles maybe mess with your controllers stick sense and see if you can get it to feel better for ya. Glad he's fun for you though