Double Jump, Super Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Mixup
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 "kusu" from Torankusu): 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
Great utility with most of the cast because of his level 1 giving many characters double super setups, which leads to great damage and possibly touch-of-deaths, or even snap setups
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 214H+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
Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.
5LL
5LLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
700
All
9
3
18
-5
B
-
-
-
7
-
15
18
18
Strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles.
5LLL
5LLLnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
1000
All
14 (22 if 5LL whiffed)
9
25
0 (in air)
B
-
U3+
-
12
-
26
Launch
34
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.
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.
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.
Gotenks' primary high mixup tool. Very active. You can usually just throw it out there, but rarely beats superdashes.
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.
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.
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.
On hit, all versions can be cancelled into any other special except themselves.
M
236MM Miracle Super Punchspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
50×8
All
9
{2(2)}×7, 2
12
whiff ~ +3
B
-
-
-
-
-
15
Launch
18
[M]
236[M][M] Miracle Super Punchspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
50×16
All
9
{2(2)}×15, 2
12 [16]
whiff ~ +3
B
-
-
-
-
-
15
18
18
[] 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
236HH Miracle Super Punchspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
50×8
All
9
{2(2)}×7, 2
12
+1
B
-
-
-
-100
-
15
18
18
[H]
236[H][H] Miracle Super Punchspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
50×18
All
9
{2(2)}×17, 2
12
+1
B
-
-
-
-100
-
15
18
18
[] 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.
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
j.214LAir L Great Special Rolling Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
40×7, 500
All
8
Until Landing (8) 2
19
-5
H
8-Landing P1
-
-
-
-
15
Launch
-
Spins diagonally downward.
Stops spinning once Gotenks lands or if he gets all 7 hits in.
Active frames until landing.
Air M
j.214MAir M Great Special Rolling Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Smash
Prorate
Ki Gain
Attack Level
Blockstun
Ground Hit
Air Hit
40×11, 600
All
8
22 (8) 2
18
-4 (airborne)
H
8-29 P1
U1+
-
-
-
15
Launch
-
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.
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 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
Super Ghost Kamikaze Attack
Super Ghost Kamikaze Attack 236L+M or 236H+S
All this time, actually pronounced "Kah-mee-kah-zeh". Oh well.
Gotenks spits out 6 ghosts, which immediately home in on and explode on the opponent.
Gotenks' level 1 is okay on it's own, but it's real utility comes in the fact that many characters can get conversions off of the ghosts by using a Z-Change, be it a double super or a quick setup, which can give you a lot more damage for less bars. This is his Z-Change super as well, so you can get a Z-Change to Gotenks, swap to another character during his super, and because of the ghosts you can easily do another super right after the first one ends.
H+S
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.
Charging Ultra Volleyball
Charging Ultra Volleyball 214L+M or 214H+S (Air OK)
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.