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{{Description|7|text= | {{Description|7|text= | ||
* Gotenks' primary high mixup tool. Very active. You can usually just throw it out there, but rarely beats superdashes. | * Gotenks' primary high mixup tool. Very active. You can usually just throw it out there, but rarely beats superdashes. | ||
* Only the first hit counts as an overhead | |||
* 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. | * 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. | * 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. | ||
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====== <font style="visibility:hidden" size="0">j.H</font> ====== | ====== <font style="visibility:hidden" size="0">j.H</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=DBFZ_Gotenks_jH.png |caption= | |image=DBFZ_Gotenks_jH.png |caption= | ||
|name=j.H | |name=j.H | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* Hops forward. | * 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. | * All versions deflect Ki blasts and have head property. | ||
* L ground version can be cancelled into itself and its other versions during the spin. | * L ground version can be cancelled into itself and its other versions during the spin. | ||
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* Gotenks forms a ring that appears around the opponent as well before binding them with it. | * Gotenks forms a ring that appears around the opponent as well before binding them with it. | ||
* "Beats" super dash should it ever hits. | * "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. | |||
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* Gotenks spits out 6 ghosts, which immediately home in on and explode on the opponent. | * Gotenks spits out 6 ghosts, which immediately home in on and explode on the opponent. | ||
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. | |||
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* 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. | * 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. | * 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. | |||
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Revision as of 04:52, 20 April 2019
Gotenks |
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Overview
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
Strengths | Weaknesses |
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
Template:AttackDataHeader-DBFZ
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5H
5H |
Template:AttackDataHeader-DBFZ
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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. |
5S
5S |
Template:AttackDataHeader-DBFZ
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2L
2L |
Template:AttackDataHeader-DBFZ
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2M
2M |
Template:AttackDataHeader-DBFZ
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2H
2H |
Template:AttackDataHeader-DBFZ
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6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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j.M
j.M |
Template:AttackDataHeader-DBFZ
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j.H
j.H |
Template:AttackDataHeader-DBFZ
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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
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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Specials
Miracle Super Punch
Miracle Super Punch 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Great Special Rolling Kick
Great Special Rolling Kick 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Vengeful Shout
Vengeful Shout 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Galactic Donut
Galactic Donut 214S |
Template:AttackDataHeader-DBFZ
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DIE DIE Missile Barrage
DIE DIE Missile Barrage j.214S |
Template:AttackDataHeader-DBFZ
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Assist
Galactic Donut A1/A2 |
Template:AttackDataHeader-DBFZ |
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Supers
Super Ghost Kamikaze Attack
Super Ghost Kamikaze Attack 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Charging Ultra Volleyball
Charging Ultra Volleyball 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.