DBFZ/Gotenks: Difference between revisions

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* Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.
* 6 frame jab.
* Good recovery, good for staggers.
Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.
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* 5LL has a strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles.
* Blockstring and combo filler.
* -5 on block, good for staggers.
5LL has a strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles. Do not use this if 5L is reflected. You will die for it.
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5LLL's 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.
* Recovers in the air.
* Cancelling immediately is grounded, delaying the cancel slightly leaves Gotenks airborne.
5LLL's 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 or an assist for a mixup.


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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DBFZ_Gotenks_jH.png |the no fly zone
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===<big>j.S</big>===
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DBFZ_Gotenks_MiracleSuperPunch.png |Why play Yamcha anymore?
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Assist B is nowhere near as strong as Galactic Donuts is, but it's still a solid option, and a good "training wheels" assist. If you're not totally confident in your A set-ups/mix-ups, B still functions well as your everyday average assist.
* Give the gift of Hands.
Yamcha A assist, but on Gotenks. Neatly covers all the bases that Assist A does not, as it's helpful for characters that don't rely on blockstun as much. Sadly it's still not a true neutral assist, but it covers a good amount of the screen for how fast it is.
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* On hit, knocks the opponent back down for combo extensions.
* Beam assist.
 
* On hit, adds a strike that knocks the opponent back towards you.
It's alright. It's a beam C assist so it does have some utility, but Galactic Donuts is too hard to pass up for this. It can be good if you already have a lockdown assist or absolutely prefer the neutral utility of a beam assist, however. Galactic Donuts is almost always the better option though.
Completes the holy trinity of assists. Having a beam assist, C Assist or not, fills the last niche that A and B do not. Play this with characters that need the help in neutral or can get a ton of mileage from a C Assist.
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Revision as of 21:11, 30 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview
Overview

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 utilize 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, as well as having some strong support value due to his A assist.

Gotenks is the character for people who like constant rushdown and pressure, with many ways to keep the opponent guessing and/or blocking once they get the hit.

"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.

Pros
Cons
  • 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.


Gotenks
DBFZ Gotenks Portrait.png

Normal Moves

5L

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5L
5LL
5LLL

  • 6 frame jab.
  • Good recovery, good for staggers.

Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.


  • Blockstring and combo filler.
  • -5 on block, good for staggers.

5LL has a strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles. Do not use this if 5L is reflected. You will die for it.


  • Recovers in the air.
  • Cancelling immediately is grounded, delaying the cancel slightly leaves Gotenks airborne.

5LLL's 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 or an assist for a mixup.

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

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  • 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

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  • 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

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  • Can be repeated up to four times.

Your standard ki blast, not too much different from how other characters use it. Good for long range pokes.

2L

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  • Fast low, not strong in neutral situations.
  • Primary grounded mixup tool. Most often used in blockstrings or after 236[S] (Beam Cancel).

2M

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  • 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

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  • 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

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  • Standard overhead.

j.L

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  • Very active. You can usually just throw it out there, but rarely beats superdashes.
  • Once a hit has been blocked, the remaining hits can be blocked low.

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

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  • 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

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  • [] 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

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  • Pushes Gotenks back.
  • Hold 6 to roll forward.

j.S[6] is very useful for certain assist extensions and super jump combos, as the roll allows him to link into j.L.

j.2H

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  • Standard combo extender, jump cancellable.

Special Moves

Miracle Super Punch

236L/M/H (Air OK)

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L
[L]
M
[M]
H
[H]

  • [] is on hold.
  • Can cancel into other special moves on whiff or hit, including itself. Moves cancelled into will be their air versions, and you can cancel as soon as the hitbox comes out.
  • Deals above average chip damage.
  • Moves forward.

236L
  • Moves forward.

Mostly blockstring filler. Good frame advantage at -2, allowing you to safely backdash away.


236M
  • Moves in an arc as if Gotenks jumps forward.
  • Although has 16 maximum hits, Gotenks will stop punching once he touches the ground.

236H
  • Partial held does 16 hits.
  • 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.
  • In the current patch, cancelling this into another 236H on hit messes up the scaling and creates extremely high damage combos.

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. The air version has no landing recovery, so you can use it after using another special on whiff to avoid said recovery frames.

Great Special Rolling Kick

214L/M/H

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L
M
H

  • All versions deflect Ki blasts and have head property.
  • All grounded versions can be cancelled into other special moves on whiff or hit, including itself. You can cancel as soon as the hitbox for the move comes out. Moves cancelled into will be their air versions.
  • The air versions will also cancel into other special moves on whiff or hit similar to the grounded variants, but they cannot cancel into themselves (or other strengths of 214X)

  • 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.

  • Jumps high up.
  • Last kick wall bounces in the corner if Smash hasn't been used.

  • Slowly moves straight forward.
  • Can be directed with 8 2 4 6.
  • Last kick wall bounces in the corner if Smash hasn't been used.
  • Loses to Super Dash.

Really good tool to annoy your opponent in neutral, 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 Great Special Rolling Kick

j.214L/M/H

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L
M
H

  • Spins diagonally downward.
  • Stops spinning once Gotenks lands or if he gets all 7 hits in.
  • Active frames until landing.

Depending on the height this is used at, it can set up for rejumps (such as off of 2H). It can be good for getting to the ground quickly as well, though you still suffer the recovery.


  • 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.

  • Slowly moves straight forward.
  • Can be directed with 8 2 4 6.
  • Last kick wall bounces in the corner if Smash hasn't been used.
  • Loses to Super Dash.

Vengeful Shout

236S (Air OK)

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Ground
Air

  • 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 feint. Held beam can bait out reflects, but 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.

Galactic Donuts

214S

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  • 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 cancel into other special moves as soon as the 2nd hit connects.
  • You can get a superdash followup just by pressing S as the second hit connects.

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. However, it is plus, so if you can perhaps scare your opponent into doing nothing but blocking, you might be able to get away with this. You can space this pretty well so that you might not get hit with 5H in blockstrings as well, so with that it functions well as a sort of blockstring reset, but it comes with some weaknesses as well. Use with caution.

In combos, it ends up being a lot more useful. While tracking is somewhat messy for some other options, it will always connect after Gotenks' 5LLL, and you can either cancel it into 236LM (or 236HS for some cool corner combos) or get an easy superdash followup. It's a very strong option for post-vanish combos anywhere on the screen, as it allows him to extend his damage.

DIE DIE Missile Barrage

j.214S

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  • 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.

Z Assists

Assist A

Galactic Donuts

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  • Great combo extension tool.
  • Incredibly high blockstun.

On hit, will bind the opponent and hold them in place for an elongated period of time. This can be very useful as a means to expand combos, especially in the air, and has incredible utility in mix-ups and resets with its whopping 46 frames of blockstun.

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.

Assist B

Miracle Super Punch

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  • Give the gift of Hands.

Yamcha A assist, but on Gotenks. Neatly covers all the bases that Assist A does not, as it's helpful for characters that don't rely on blockstun as much. Sadly it's still not a true neutral assist, but it covers a good amount of the screen for how fast it is.

Assist C

Vengeful Shout

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  • Beam assist.
  • On hit, adds a strike that knocks the opponent back towards you.

Completes the holy trinity of assists. Having a beam assist, C Assist or not, fills the last niche that A and B do not. Play this with characters that need the help in neutral or can get a ton of mileage from a C Assist.

Super Moves

Super Ghost Kamikaze Attack

236L+M or 236H+S

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L+M

  • 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.

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H+S

  • Gotenks spits out 4 ghosts, taunting the opponent as he does.
  • Minimum damage: 180*4 (720)
  • 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

214L+M or 214H+S (Air OK)

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Ground
Air

  • 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.

External References

Navigation

To edit frame data, edit values in DBFZ/Gotenks/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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