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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 | 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 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. | 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. | ||
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Revision as of 18:43, 21 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
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Gotenks is a character that likes to get up in your face and make you block for a very, very long time - and he can open you up very easily off of it. He's very strange to play at first, but once you figure him out, you'll find a bunch of crazy mixups for both him *and* his team off of his A assist, as well as some very strong tools all-around such as his 236HS super, which sets up what is referred to as "Ghost Oki". Because of these tools, Gotenks can be a character that can constantly keep your opponent on their toes, guessing when and how they should be blocking something, and even if it's their turn to do anything. He can really force your opponent to be afraid, and you can take full advantage of that with his plethora of tools that'll control where the opponent goes and how you keep them down. He can even still have post-snap okizeme, a rarity in Season 3. However, Gotenks has to *get in* first. While this definitely isn't an issue for him, he can still struggle with it due to some stubby tools that can make it difficult if the opponent spaces themselves correctly. Moreover, Gotenks often needs resources to get his game started, such as meter or assists, sometimes both. Despite these flaws, he's still able to output some very scary situations for the opponent to be in and can be an absolute monster when he's in his best scenario. He enables mixups not only for himself, but he can enable them for your entire team with assist A. Gotenks is your man (men?) if you're looking to keep the opponent guessing and in pressure, with lots of ways to confuse them on how they're blocking.
"Ta-da! Here I am! The grim reaper of justice, Gotenks!" | |
Lore: | Son Goten, 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: 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. |
Gotenks 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.
- Pressure Monster: 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. 236H is +1 on block, allowing him to maintain pressure solo.
- Small Stature: Gotenks' small frame can make it so certain combos do not work on him, and can help him avoid certain moves
- Powerful Assist: A Assist has arguably has the highest peak utility assist in the game; can be used to extend certain combos, get meterless sliding knockdowns and snapbacks, and has nifty block pressure with it's absurdly high amount of blockstun.
- Okizeme: Gotenks has incredible okizeme with 236H+S, allowing Gotenks to set up incredible pressure or reset scenarios for 1 bar.
- Snap Pressure: Gotenks is one of the few characters in season 3 to still have post-snap oki thanks to 214H, which allows him to still keep opponents in check with it.
- Poor Tracking: Assist A is not great in neutral, as it's tracking is rather lackluster, which also may hurt it in certain midscreen blockstrings. Also has a skill floor, requiring a bit of labbing to implement in a team.
- Small Buttons: Being small is a double-edged sword. His buttons are a bit stubby, they can easily whiff or be beaten out.
- Resource Hungry: two of his better pressure tools require meter, which can cause him to burn a lot of meter. Mixups without 236H+S or assists present can be a little weak.
Normal Moves
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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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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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Miracle Super Punch
Miracle Super Punch 236L/M/H (Air OK) |
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Great Special Rolling Kick
Great Special Rolling Kick 214L/M/H (Air OK) |
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Vengeful Shout
Vengeful Shout 236S (Air OK) |
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Galactic Donuts
Galactic Donuts 214S |
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DIE DIE Missile Barrage
DIE DIE Missile Barrage j.214S |
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Z Assists
Assist A
Galactic Donuts Assist A |
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Assist B
Miracle Super Punch Assist B |
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Assist C
Vengeful Shout Assist C |
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Super Moves
Super Ghost Kamikaze Attack
Super Ghost Kamikaze Attack 236L+M or 236H+S |
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Charging Ultra Volleyball
Charging Ultra Volleyball 214L+M or 214H+S (Air OK) |
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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.