DBFZ/Gotenks

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Gotenks
DBFZ Gotenks Portrait.png

Health: 10,000

Jump Startup: 4F

Assist Cooldown:


Movement Options
Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Mixup
Team Role
Any

Overview[edit]

Son Goten (AKA Sun Wutian), the secondborn son of Goku, and Trunks, the son of Vegeta, are childhood friends who play and train together. During Majin Buu's rampage on Earth, both boys were taught the secret of Fusion, the art of merging two fighters and their energies together into one stronger fighter. Thus, Gotenks was born ("Goten" from Goten, and "ks" from Trunks): a powerful fighter who can effortlessly attain the power of Super Saiyan 3, but whose prowess is offset by a juvenile mindset and a penchant for dramatics.

In Dragon Ball FighterZ, Gotenks hits strong and fast. His range is lacking due to his short limbs, but once he's in range, he can put pressure on his opponents and force them to go on the defensive.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Strong mixup and pressure game, many of his specials are safe on block and can lead to tricky resets, as well as being able to set up very long blockstrings that can be mixed up in various different ways
  • Small frame can make it so certain combos do not work on him, and can help him avoid certain moves
  • Assist can be used to extend certain combos, further adding to his utility
  • Has incredible oki with 236H+S, allowing Gotenks to set up incredible pressure or reset scenarios for very little resources
  • Amazing air-to-air options in moves such as j.5L, which basically drags the opponent down to the ground on hit very easily and allows you to either continue pressure or reset them with a Dragon Rush
  • Assist is not great in neutral, as it's tracking is rather lackluster, which also may hurt it in certain blockstrings
  • Buttons are a bit stubby, they can easily whiff or be beaten by something that is better.
  • Two of his better pressure tools require meter, which can cause him to burn a lot of meter
  • As of patch 1.14, a lot of his plus frame options can be backdashed and end his pressure
  • He's really... REALLY annoying to listen to.



Normals[edit]

5L[edit]
5L
DBFZ Gotenks 5L.png
DBFZ Gotenks 5LL.png
DBFZ Gotenks 5LLL.png
Welcome to Mixup City
Version Damage Guard Smash Startup Active Recovery Frame Adv.
5L 400 All - 6 3 - -3
  • Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.
5LL 700 All - 10 3 - -5
  • Strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles.
5LLL 1000 All - 13 9 - -9

Frame data is deceptive, this move has a lot of blockstun that you can take advantage of by canceling into specials. On hit it's a great optimal combo to follow up into Galactic Donut on medium sized and taller characters. On block, can be covered with Ghost Oki (236H Hold Ghosts) plus an assist for an unreflectable ghost setup.

While not as ambiguous as Hold Beam, you can IAD shortly after it connects for a high/low mixup, or backdash 6S to punish your opponent's 2H. This is best used sparingly as there are clear answers to both options. It's best to cover up the 3rd hit with an assist to allow Gotenks to go for a high/low with very little risk involved, though it does burn the assist.


5M[edit]
5M
DBFZ Gotenks 5M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 All - 9 6 - -6
  • Standard 5M with decent forward momentum but nothing to write home about.
  • Mostly a combo tool than a neutral tool but can be effective for closing ground or threatening misplaced 5L's by your opponent.


5H[edit]
5H
DBFZ Gotenks 5H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1275] All - 13[40] 6 - -8 [+1]
  • Gotenks' strongest grounded normal. Has great forward momentum and a solid hitbox, but loses strongly to aerial approaches.
  • [] is fully charged.

Gotenks' strongest grounded normal. Has great forward momentum and a solid hitbox, but loses strongly to aerial approaches.

If charged fully it is +1, does increased damage, and causes a strong wall bounce midscreen. Use the charged version sparingly as the startup is massive and the reward is minimal. The advantage on block is dependent on the distance Gotenks was before 5H. An uncharged 5H at its maximum distance can be up to -3 on block. A fully charged 5H at its maximum distance can be up to +6 on block.


5S[edit]
5S
DBFZ Gotenks 5S.png
Damage Guard Smash Startup Active Recovery Frame Adv.
350*1~4 All - 14 [1(9)] *4 - -4
  • Can be repeated up to four times.


2L[edit]
2L
DBFZ Gotenks 2L.png
Damage Guard Smash Startup Active Recovery Frame Adv.
400 Low - 7 3 - -4
  • Fast low, not strong in neutral situations.
  • Primary grounded mixup tool. Most often used in blockstrings or after 236[S] (Beam Cancel).


2M[edit]
2M
DBFZ Gotenks 2M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 Low - 11 6 - -7
  • Incredibly weak hitbox. Can be stuffed by any aerial attack or a properly spaced 5L.
  • Still an important tool as it's the most forward momentum Gotenks has on a normal (aside from charge 5H), but be careful in footsies as it can get you killed.


2H[edit]
2H
DBFZ Gotenks 2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 14 7(2)2 - -19
  • Very slow 2H, but with a lot of active frames. Mostly used to punish aerial approaches and super dashes.
  • Can be difficult to punish grounded, as unrefined players will attempt to punish with 2L and whiff.
  • Not that useful in blockstrings, though in sparking 2H > Airdash > j.M can be oppressively strong.


6M[edit]
6M
DBFZ Gotenks 6M.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 High - 24 6 - 0
  • Standard overhead.


j.L[edit]
j.L
DBFZ Gotenks jL.png
I now control the air
Damage Guard Smash Startup Active Recovery Frame Adv.
300*3 High - 7 1(3)1(3)1 - -
  • Gotenks' primary high mixup tool. Very active. You can usually just throw it out there, but rarely beats superdashes.
  • While every hit of it is an overhead, only the first hit that connects counts as an overhead. After the first hit connects, they can block mid for the rest of the j.L duration.
  • Can be used in pressure to keep opponents guessing, as your airdash j.L will hit 1, 2, or 3 times depending on the height of your opponent and the height of your airdash.
  • Amazing air-to-air option, probably his best. On block, it is very easy to just drag your opponent down to the ground and either continue pressure or reset them with a Dragon Rush.


j.M[edit]
j.M
DBFZ Gotenks jM.png
Damage Guard Smash Startup Active Recovery Frame Adv.
700 High - 9 3 - -
  • Weak hitbox that hits above him, mostly used in air-to-air on opponents higher than you. j.214L or j.214M are generally better options for air-to-airs.
  • Primary crossup move.


j.H[edit]
j.H
DBFZ Gotenks jH.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 [1000] High - 13 6 - -
  • [] is on Smash hit.

Incredible hitbox and priority, can hit crouching opponents from almost apex of normal jump height. Standard combo ender and Air to Ground neutral tool.

The move brings Gotenks to the ground more quickly, allowing for extremely ambiguous mix ups.


j.S[edit]
j.S
DBFZ Gotenks jS.png
Mixup City 2
Version Damage Guard Smash Startup Active Recovery Frame Adv.
j.S 600 All - 15 - - -
  • Only 1 hit, not very useful.
  • Pushes Gotenks back.
  • Mostly used to fake out j.6S.
j.6S 600 All - 15 - - -
  • Instead of moving back, Gotenks rolls forward.
  • Significantly stronger than j.S, as the recovery is much less. Very useful for certain assist extensions and super jump combos.


j.2H[edit]
j.2H
DBFZ Gotenks j2H.png
Damage Guard Smash Startup Active Recovery Frame Adv.
850 All - 13 4 - -
  • Standard combo extender, jump cancellable.


Specials[edit]

Miracle Super Punch[edit]
Miracle Super Punch
236L/M/H (Air OK)
DBFZ Gotenks MiracleSuperPunch.png
Obligatory Jojo reference
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 100*4 All - 9 [2(2)]*4 - -5
[L] 100*8 All - 9 [2(2)]*8 - -5
  • [] is on hold.
  • Moves forward.
  • On hit, all versions can be cancelled into any other special except themselves.
M 50*8 All - 9 [2(2)] *4 - -
[M] 50*16 All - 9 [2(2)] *8 - -
  • [] is on hold.
  • Moves in an arc as if Gotenks jumps forward.
  • Although has 16 maximum hits, Gotenks will stop punching once he touches the ground.
  • Deals above average chip damage.
H 50*8 All - 9 [2(2)] *4 - +3
[H] 50*18 All - 9 [2(2)] *18 - +3
  • [] is on fully held. Partial held does 16 hits.
  • Moves forward.
  • Deals above average chip damage.
  • Can control speed with left and right, holding left makes you go less distance while holding right sends you much further.
  • Can combo into 5L.

Really good in blockstrings, as it is plus and gives Gotenks an opportunity to mix the opponent up, either with a low, a grab, or other similar things.


Great Special Rolling Kick[edit]
Great Special Rolling Kick
214L/M/H (Air OK)
DBFZ Gotenks GreatSpecialRollingKick.png
DBFZ Gotenks GreatSpecialRollingKick-2.png
And now... Spin Technique!
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L 40*7, 450 All - 10 14(7)3 - -3
  • Hops forward very fast. Can be used as a sneaky option if your opponent isn't ready for it, and with assists you can convert off of it.
  • All versions deflect Ki blasts and have head property.
  • L ground version can be cancelled into itself and its other versions during the spin.
M 40*11, 450 All - 10 22(7)3 - -
  • Jumps high up.
  • M ground version can be cancelled into itself and its other versions during the spin.
  • Last kick wall bounces in the corner if Smash hasn't been used.
H 40*14, 450 All - 10 56(7)3 - -
  • Slowly moves straight forward.
  • Can be directed with GG8.png GG2.png GG4.png GG6.png.
  • Cannot be canceled into itself nor the other versions.
  • Last kick wall bounces in the corner if Smash hasn't been used.

Really good tool to annoy your opponent in neutral, as it will always beat Super Dash, however, it is unsafe and can not be used to reset pressure like 236H can. Gotenks can airdash or double jump once it is done.

It can also be used to get you out of a corner situation if you can somehow pull it off, or just using it as a general retreat/stall tactic. Gotenks can only go so high with the move though, so be careful.

Air L 40*6, 450 All - 8 Until Landing(7)2 - -
  • Spins diagonally downward.
  • Stops spinning once Gotenks lands or if he gets all 7 hits in.
  • Active frames until landing.
Air M 40*11, 450 All - 8 22(7)2 - -
  • Spins in an arc like the grounded version.
  • Can be used to catch a raw vanish from your opponent.
  • Last kick wall bounces in the corner if Smash hasn't been used.
Air H 40*14, 450 All - 8 82(7)3 - -
  • Slowly moves straight forward.
  • Can be directed with GG8.png GG2.png GG4.png GG6.png.
  • Last kick wall bounces in the corner if Smash hasn't been used.


Vengeful Shout[edit]
Vengeful Shout
236S (Air OK)
DBFZ Gotenks VengefulShout.png
DOCTOR OCTAGONAPUS BGAAAAAAAAH
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 262*5 All - 17 20 - -19
  • Gotenks leaps into the air and fires a beam from his mouth.

Useful tool for Gotenks in neutral, while it isn't as good as Super Saiyan Goku's Kamehameha, it still is nice to have, especially because it is air OK. Can be useful for catching buttons from afar, or just to keep pressure on from full/midscreen. Still is somewhat slow though, so try not to get too reliant on this one.

Button can be held to cancel the attack, leaving you at the perfect height for an overhead. Can use air options afterwards. Held beam beats almost every reversal in the game - Gotenks recovers fast enough to where you can easily block it without fear of getting hit, and can easily punish. It can also bait out reflects. However, it will lose to most 5L/5Ms, so try to use it with caution, as getting too predictable with it can lead you to getting blown up very easily.

Air 262*5 All - 16 25 - -
  • Can be feinted like the ground version


Galactic Donut[edit]
Galactic Donut
214S
DBFZ Gotenks GalacticDonut.png
time to make the donuts
Damage Guard Smash Startup Active Recovery Frame Adv.
600*2 All - 29 1(29)1 - +7
  • Gotenks forms a ring that appears around the opponent as well before binding them with it.
  • Tracks the opponent, it will spawn where they are when the input comes out.
  • "Beats" super dash should it ever hits.
  • Holding up during the move causes the donut to move upwards, allowing you to catch opponents who might jump out of it. Not entirely that useful, but it's something.

Can have some applications in some weird blockstrings that take advantage of your opponent being focused solely on defense. It can beat some buttons as well, as mashing 5L will most likely lose to donut, but will lose to most reversals. Some buttons will even trade, and most will just hit Gotenks right out of it, such as 2M. Some will whiff (SSJ Vegeta 214H), but this is small compared to the amount of them that will hit Gotenks out of it. 236S hold is better for that kind of bait anyway, so if your opponent doesn't have a reversal or the bar to use one, this isn't a bad idea, but Galactic Donut still has much more risk than you would like considering Gotenks has safer options. It's a nice trick to have, but don't rely on it, as one quick reaction can lead into your lead being lost.


DIE DIE Missile Barrage[edit]
DIE DIE Missile Barrage
j.214S
DBFZ Gotenks DieDieMissileBarrage.png
HYPER PLASMA SHURIKEN
Damage Guard Smash Startup Active Recovery Frame Adv.
130*12 All - 16 [1(5)] *12 - -
  • Gotenks fires a series of Ki blasts similar to Vegeta's Air Consecutive Energy Blast.
  • Can be superdashed/reflected on block.

Does slightly more damage than j.214x in level 3 combos, but that's about all it's useful for.


Assist[edit]

Galactic Donut
A1/A2
DBFZ Gotenks AssistGalaticDonut-1.png
Space Bondage
Damage Guard Smash Startup Active Recovery Frame Adv.
450*2 All - 55 1(30)1 - -
  • Good combo tool.

Gotenks' assist is his Galatic Donut special. On hit, it'll bind the opponent and hold them in place for an extended period of time. This can be very useful as a means to extend combos or give yourself time to do something. It has incredible utility in mixups and resets, however the timing for these can be very particular, especially in the air. Regardless, this can be used in a myriad of post-snapback situations that can create all kinds of mixups that are hard to truly guess correctly, especially in the corner. For combos, it can be useful to extend certain character's strings into Dragon Rush, air or grounded, that can extend damage further in a combo. It is a very strong assist in these situations, however it is not an easy one to use, as timing is incredibly key.

It can also be useful in neutral but the tracking is poor. Quick movement can dodge this assist so you'll have to use it in more specific situations.


Supers[edit]

Super Ghost Kamikaze Attack[edit]
Super Ghost Kamikaze Attack
236L+M or 236H+S
DBFZ Gotenks superghostkamikazeattack-1.png
DBFZ gotenks superghostkamikazeattack-2.png
All this time, actually pronounced "Kah-mee-kah-zeh". Oh well.
Version Damage Guard Smash Startup Active Recovery Frame Adv.
L+M 400*6 All - 9+4 [1(9)] *6 - -
  • Gotenks spits out 6 ghosts, which immediately home in on and explode on the opponent.
  • Minimum damage: 120*6 (720)

Somewhat low damage for a super, as well as it's speed being a bit of a detriment as it can tend to whiff midscreen, but with a Z-Change into a faster super, the ghosts can connect easily. Certain characters can get a Dragon Rush off of their super with ghosts, such as Tien or Videl.

H+S 600*4 All - - - - -
  • Gotenks spits out 4 ghosts, taunting the opponent as he does.
  • All 4 ghosts stay in place until the corresponding button is released, allowing you to do blockstrings and combos with the ghosts covering any opening.
  • Ghosts will wait for inputs for about 4 seconds before attacking by themselves.

Very strong tool for Gotenks, both for combos and for pressure. For combos, it allows Gotenks to set up solo snap and additional damage, and for pressure, it gives him a lot of freedom to work with and mix you up in ways that leave you constantly guessing and afraid of the ghosts. They can beat vanish on wakeup, as they will simply teleport into the ghosts, so it's useful for that as well. Usually Gotenks' best option post-sliding knockdown, even midscreen as he can superdash with ghosts to force the opponent to block, giving him a somewhat free approach option.


Charging Ultra Volleyball[edit]
Charging Ultra Volleyball
214L+M or 214H+S (Air OK)
DBFZ gotenks volleyball.png
"Supah Donat"
Version Damage Guard Smash Startup Active Recovery Frame Adv.
Ground 3930 All - 9+3 - - -
Air 3930 All - 9+3 - - -
  • Costs 3 bars.
  • Minimum damage: 120, 140*3, 1120 (1660)
  • Beats level 2 projectiles but loses to level 3 projectiles.
  • If performed with Piccolo on your team, he will help out, and then complain about helping out after the move.

Great ender for Gotenks, especially in his air strings. It's easy to hit due to him being able to cancel 236x into either 214x or 214S, and then cancelling that into this, which gives him great damage. His meter build in general isn't bad either, so he can use this somewhat often. His oki afterwards isn't bad either, though it's nothing superb. Great damage, easy to combo into, and good oki make this a stellar tool for Gotenks. If you want to get some explosive damage to make a hit count, this is absolutely your ender to go to.


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