DBFZ/Gotenks: Difference between revisions

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{{CharData-DBFZ|Gotenks}}
{{#lsth:DBFZ/Gotenks/Data|SystemData}}
;Movement Options
;Movement Options
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
:Double Jump, Super Jump, 1 Airdash, Dash Type: Run
;Play-style
;Play-style
:Pressure, Mixup
:Pressure, Mixup
;Team Role
:Any
|}
|}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
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</div>
</div>
==Overview==
==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: 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.
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.
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.
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|- style="vertical-align:top;text-align:left"
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
| style="width: 50%;"|
* 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
* 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
* 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
* 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
* 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
* 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
| style="width: 50%;"|
| style="width: 50%;"|
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* Buttons are a bit stubby, they can easily whiff or be beaten by something that is better.
* 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
* 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.
|-
|-
|}
|}
{{CharLinks-DBFZ|Gotenks}}
{{#lst:DBFZ/Gotenks/Data|Links}}
<br clear=all/>
<br style="clear:both;"/>


==Normals==
==Normals==
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|name=5L
|name=5L
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=5L
{{!}}-
|damage=400 |guard=All
{{AttackVersion|name=5L}}
|startup=6 |active=3 |recovery= |frameAdv= -3
{{#lsth:DBFZ/Gotenks/Data|5L}}
|description=
{{!}}-
{{Description|8|text=
* Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.
* Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=5LL}}
|version=5LL
{{#lsth:DBFZ/Gotenks/Data|5LL}}
|damage=700 |guard=All
{{!}}-
|startup=10 |active=3 |recovery= |frameAdv= -5
{{Description|8|text=
|description=
* Strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles.
* Strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=5LLL}}
|version=5LLL
{{#lsth:DBFZ/Gotenks/Data|5LLL}}
|damage=1000 |guard=All
{{!}}-
|startup=13 |active=9 |recovery= |frameAdv= -9
{{Description|8|text=
|description=
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.
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.


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|name=5M
|name=5M
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=700 |guard=All
{{!}}-
|startup=9 |active=6 |recovery= |frameAdv= -6
{{#lsth:DBFZ/Gotenks/Data|5M}}
|description=
{{!}}-
{{Description|7|text=
* Standard 5M with decent forward momentum but nothing to write home about.
* 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.
* Mostly a combo tool than a neutral tool but can be effective for closing ground or threatening misplaced 5L's by your opponent.
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|name=5H
|name=5H
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|version=Normal
{{!}}-
|damage=850 [1275] |guard=All
{{#lsth:DBFZ/Gotenks/Data|5H}}
|startup=13[40] |active=6 |recovery= |frameAdv= -8[1]
{{!}}-
|description=
{{Description|7|text=
* Gotenks' strongest grounded normal. Has great forward momentum and a solid hitbox, but loses strongly to aerial approaches.
* Gotenks' strongest grounded normal. Has great forward momentum and a solid hitbox, but loses strongly to aerial approaches.
* [] is fully charged.
* [] is fully charged.
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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.
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.
  }}
  }}
}}
}}
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|name=5S
|name=5S
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=350*1~4 |guard=All
{{!}}-
|startup=14 |active=[1(9)] *4 |recovery= |frameAdv= -4
{{#lsth:DBFZ/Gotenks/Data|5S}}
|description=
{{!}}-
{{Description|7|text=
* Can be repeated up to four times.
* Can be repeated up to four times.
  }}
  }}
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|name=2L
|name=2L
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=400 |guard=Low
{{!}}-
|startup=7 |active=3 |recovery= |frameAdv= -4
{{#lsth:DBFZ/Gotenks/Data|2L}}
|description=
{{!}}-
{{Description|7|text=
* Fast low, not strong in neutral situations.  
* Fast low, not strong in neutral situations.  
* Primary grounded mixup tool. Most often used in blockstrings or after 236[S] (Beam Cancel).
* Primary grounded mixup tool. Most often used in blockstrings or after 236[S] (Beam Cancel).
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|name=2M
|name=2M
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=700 |guard=Low
{{!}}-
|startup=11 |active=6 |recovery= |frameAdv= -7
{{#lsth:DBFZ/Gotenks/Data|2M}}
|description=
{{!}}-
{{Description|7|text=
* Incredibly weak hitbox. Can be stuffed by any aerial attack or a properly spaced 5L.
* 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.
* 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.
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|name=2H
|name=2H
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=850 |guard=All
{{!}}-
|startup=14 |active=7(2)2 |recovery= |frameAdv= -19
{{#lsth:DBFZ/Gotenks/Data|2H}}
|description=
{{!}}-
{{Description|7|text=
* Very slow 2H, but with a lot of active frames. Mostly used to punish aerial approaches and super dashes.  
* 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.
* Can be difficult to punish grounded, as unrefined players will attempt to punish with 2L and whiff.
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|name=6M
|name=6M
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=850 |guard=High
{{!}}-
|startup=24 |active=6 |recovery= |frameAdv=0
{{#lsth:DBFZ/Gotenks/Data|6M}}
|description=
{{!}}-
{{Description|7|text=
* Standard overhead.
* Standard overhead.
  }}
  }}
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====== <font style="visibility:hidden" size="0">j.L</font> ======
====== <font style="visibility:hidden" size="0">j.L</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Gotenks_jL.png |caption= Is that a mother heccin' Jojo reference?
|image=DBFZ_Gotenks_jL.png |caption= I now control the air
|name=j.L
|name=j.L
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=300*3 |guard=High
{{!}}-
|startup=7 |active=1(3)1(3)1 |recovery= |frameAdv=
{{#lsth:DBFZ/Gotenks/Data|j.L}}
|description=
{{!}}-
{{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.
* 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.
* 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.
  }}
  }}
}}
}}
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|name=j.M
|name=j.M
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=700 |guard=High
{{!}}-
|startup=9 |active=3 |recovery= |frameAdv=
{{#lsth:DBFZ/Gotenks/Data|j.M}}
|description=
{{!}}-
{{Description|7|text=
* 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.
* 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.
* Primary crossup move.
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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=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=850 [1000]|guard=High
{{!}}-
|startup=13 |active=6 |recovery= |frameAdv=
{{#lsth:DBFZ/Gotenks/Data|j.H}}
|description=
{{!}}-
{{Description|7|text=
* [] is on Smash hit.
* [] 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.
Incredible hitbox and priority, can hit crouching opponents from almost apex of normal jump height. Standard combo ender and Air to Ground neutral tool.
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|name=j.S
|name=j.S
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=S
{{!}}-
|damage=600 |guard=All
{{AttackVersion|name=j.S}}
|startup=15 |active= |recovery= |frameAdv=
{{#lsth:DBFZ/Gotenks/Data|j.S}}
|description=
{{!}}-
{{Description|8|text=
* Only 1 hit, not very useful.
* Only 1 hit, not very useful.
* Pushes Gotenks back.
* Pushes Gotenks back.
* Mostly used to fake out j.6S.
* Mostly used to fake out j.6S.
  }}
  }}
{{AttackData-DBFZ
{{AttackVersion|name=j.6S}}
|header=no
{{#lsth:DBFZ/Gotenks/Data|j.6S}}
|version=6S
{{!}}-
|damage=600 |guard=All
{{Description|8|text=
|startup= |active= |recovery= |frameAdv=
* Instead of moving back, Gotenks rolls forward.  
|description=
* Significantly stronger than j.S, as the recovery is much less. Very useful for certain assist extensions and super jump combos.
* Instead of moving back, Gotenks rolls forward.
* Significantly stronger than j.S, as the recovery is much less.
  }}
  }}
}}
}}
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|name=j.2H
|name=j.2H
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=850 |guard=All
{{!}}-
|startup=13 |active=4 |recovery= |frameAdv=
{{#lsth:DBFZ/Gotenks/Data|j.2H}}
|description=
{{!}}-
{{Description|7|text=
* Standard combo extender, jump cancellable.
* Standard combo extender, jump cancellable.
  }}
  }}
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|name=Miracle Super Punch
|name=Miracle Super Punch
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=L
{{!}}-
|damage=100*4 [100*8] |guard=All
{{AttackVersion|name=L}}
|startup=9 |active=2(2) *4[*8] |recovery= |frameAdv= -5
{{#lsth:DBFZ/Gotenks/Data|236L}}
|description=
{{!}}-
{{AttackVersion|name=[L]}}
{{#lsth:DBFZ/Gotenks/Data|236[L]}}
{{!}}-
{{Description|8|text=
* [] is on hold.
* [] is on hold.
* Moves forward.
* Moves forward.
* On hit, all versions can be cancelled into any other special except themselves.
* On hit, all versions can be cancelled into any other special except themselves.
  }}
  }}
{{AttackData-DBFZ
{{AttackVersion|name=M}}
|header=no
{{#lsth:DBFZ/Gotenks/Data|236M}}
|version=M
{{!}}-
|damage=50*8 [50*16] |guard=All
{{AttackVersion|name=[M]}}
|startup=9 |active=2(2) *4[*8] |recovery= |frameAdv=
{{#lsth:DBFZ/Gotenks/Data|236[M]}}
|description=
{{!}}-
{{Description|8|text=
* [] is on hold.
* [] is on hold.
* Moves in an arc as if Gotenks jumps forward.
* Moves in an arc as if Gotenks jumps forward.
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* Deals above average chip damage.
* Deals above average chip damage.
  }}
  }}
{{AttackData-DBFZ
{{AttackVersion|name=H}}
|header=no
{{#lsth:DBFZ/Gotenks/Data|236H}}
|version=H
{{!}}-
|damage=50*8 [50*18] |guard=All
{{AttackVersion|name=[H]}}
|startup=9 |active=2(2) *4[*16] |recovery= |frameAdv= +3
{{#lsth:DBFZ/Gotenks/Data|236[H]}}
|description=
{{!}}-
{{Description|8|text=
* [] is on fully held. Partial held does 16 hits.
* [] is on fully held. Partial held does 16 hits.
* Moves forward.
* Moves forward.
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|name=Great Special Rolling Kick
|name=Great Special Rolling Kick
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=L
{{!}}-
|damage=40*7, 450 |guard=All
{{AttackVersion|name=L}}
|startup=10 |active=14(7)3 |recovery= |frameAdv= -3
{{#lsth:DBFZ/Gotenks/Data|214L}}
|description=
{{!}}-
* Hops forward.
{{Description|8|text=
* 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.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=M}}
|version=M
{{#lsth:DBFZ/Gotenks/Data|214M}}
|damage=40*11, 450 |guard=All
{{!}}-
|startup=10 |active=22(7)3 |recovery= |frameAdv=
{{Description|8|text=
|description=
* Jumps high up.
* Jumps high up.
* M ground version can be cancelled into itself and its other versions during the spin.
* 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.
* Last kick wall bounces in the corner if Smash hasn't been used.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=H}}
|version=H
{{#lsth:DBFZ/Gotenks/Data|214H}}
|damage=40*14, 450 |guard=All
{{!}}-
|startup=10 |active=56(7)3 |recovery= |frameAdv=
{{Description|8|text=
|description=
* Slowly moves straight forward.
* Slowly moves straight forward.
* Can be directed with {{8}} {{2}} {{4}} {{6}}.
* Can be directed with {{8}} {{2}} {{4}} {{6}}.
Line 343: Line 362:
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.
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.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=Air L}}
|version=Air L
{{#lsth:DBFZ/Gotenks/Data|j.214L}}
|damage=40*6, 450 |guard=All
{{!}}-
|startup=8 |active=N(7)2 |recovery= |frameAdv=
{{Description|8|text=
|description=
* Spins diagonally downward.
* Spins diagonally downward.
* Stops spinning once Gotenks lands or if he gets all 7 hits in.
* Stops spinning once Gotenks lands or if he gets all 7 hits in.
* Active frames until landing.
* Active frames until landing.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=Air M}}
|version=Air M
{{#lsth:DBFZ/Gotenks/Data|j.214M}}
|damage=40*11, 450 |guard=All
{{!}}-
|startup=8 |active=22(7)2 |recovery= |frameAdv=
{{Description|8|text=
|description=
* Spins in an arc like the grounded version.
* Spins in an arc like the grounded version.
* Can be used to catch a raw vanish from your opponent.
* Can be used to catch a raw vanish from your opponent.
* Last kick wall bounces in the corner if Smash hasn't been used.
* Last kick wall bounces in the corner if Smash hasn't been used.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no
{{AttackVersion|name=Air H}}
|version=Air H
{{#lsth:DBFZ/Gotenks/Data|j.214H}}
|damage=40*14, 450 |guard=All
{{!}}-
|startup=8 |active=82(7)3 |recovery= |frameAdv=
{{Description|8|text=
|description=
* Slowly moves straight forward.
* Slowly moves straight forward.
* Can be directed with {{8}} {{2}} {{4}} {{6}}.
* Can be directed with {{8}} {{2}} {{4}} {{6}}.
Line 381: Line 397:
|name=Vengeful Shout
|name=Vengeful Shout
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=Ground
{{!}}-
|damage=262*5 |guard=All
{{AttackVersion|name=Ground}}
|startup=17 |active=20 |recovery= |frameAdv= -19
{{#lsth:DBFZ/Gotenks/Data|236S}}
|description=
{{!}}-
{{Description|8|text=
* Gotenks leaps into the air and fires a beam from his mouth.
* Gotenks leaps into the air and fires a beam from his mouth.
Button can be held to cancel the attack, leaving you at the perfect height for an overhead. Can use air options afterwards.  
 
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.
  }}
  }}
{{AttackData-DBFZ
{{AttackVersion|name=Air}}
|header=no
{{#lsth:DBFZ/Gotenks/Data|j.236S}}
|version=Air
{{!}}-
|damage=262*5 |guard=All
{{Description|8|text=
|startup=16 |active=25 |recovery= |frameAdv=
*Can be feinted like the ground version
|description=
Placeholder.
  }}
  }}
}}
}}
Line 405: Line 423:
|name=Galactic Donut
|name=Galactic Donut
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=600*2 |guard=All
{{!}}-
|startup=29 |active=1(29)1 |recovery= |frameAdv= +7
{{#lsth:DBFZ/Gotenks/Data|214S}}
|description=
{{!}}-
{{Description|7|text=
* 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.
* Tracks the opponent, it will spawn where they are when the input comes out.
* "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.
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.
  }}
  }}
}}
}}
Line 416: Line 439:
====== <font style="visibility:hidden" size="0">DIE DIE Missile Barrage</font> ======
====== <font style="visibility:hidden" size="0">DIE DIE Missile Barrage</font> ======
{{MoveData
{{MoveData
|image=DBFZ_Gotenks_DieDieMissileBarrage.png |caption=
|image=DBFZ_Gotenks_DieDieMissileBarrage.png |caption= HYPER PLASMA SHURIKEN
|input=j.214S
|input=j.214S
|name=DIE DIE Missile Barrage
|name=DIE DIE Missile Barrage
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=130*12 |guard=All
{{!}}-
|startup=16 |active=[1(5)] x12 |recovery= |frameAdv=
{{#lsth:DBFZ/Gotenks/Data|j.214S}}
|description=
{{!}}-
{{Description|7|text=
* Gotenks fires a series of Ki blasts similar to Vegeta's Air Consecutive Energy Blast.
* 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.
  }}
  }}
}}
}}
Line 430: Line 457:
==Assist==
==Assist==
{{MoveData
{{MoveData
|image=DBFZ_Gotenks_AssistGalaticDonut-1.png |caption=
|image=DBFZ_Gotenks_AssistGalaticDonut-1.png |caption=Space Bondage
|input=A1/A2
|input=A1/A2
|name=Galactic Donut
|name=Galactic Donut
|data=
|data=
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ}}
|damage=450*2 |guard=All
{{!}}-
|startup=50 |active=1(30)1 |recovery= |frameAdv=
{{#lsth:DBFZ/Gotenks/Data|A1/A2}}
|description=
{{!}}-
{{Description|7|text=
* Good combo tool.
* 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.
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.
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.
Line 454: Line 482:
|name=Super Ghost Kamikaze Attack
|name=Super Ghost Kamikaze Attack
|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|version=L+M
{{!}}-
|damage=400*6 |guard=All
{{AttackVersion|name=L+M}}
|startup=9+4 |active=[1(9)] *6 |recovery= |frameAdv=
{{#lsth:DBFZ/Gotenks/Data|236LM}}
|description=
{{!}}-
{{Description|8|text=
* 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.  
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.
* 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.
  }}
  }}
{{AttackData-DBFZ
{{!}}-
|header=no |version=H+S
{{AttackVersion|name=H+S}}
|damage=600*4 |guard=All
{{#lsth:DBFZ/Gotenks/Data|236HS}}
|startup= |active= |recovery= |frameAdv=
{{!}}-
|description=
{{Description|8|text=
* Gotenks spits out 4 ghosts, taunting the opponent as he does.
* 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.
* 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.
  }}
  }}
}}
}}
Line 479: Line 511:
|name=Charging Ultra Volleyball
|name=Charging Ultra Volleyball
|data=   
|data=   
  {{AttackData-DBFZ
  {{AttackDataHeader-DBFZ|version=yes}}
|damage=3930 |guard=All
{{!}}-
|startup=9+3 |active= |recovery= |frameAdv=
{{AttackVersion|name=Ground}}
|description=
{{#lsth:DBFZ/Gotenks/Data|214HS}}
{{!}}-
{{AttackVersion|name=Air}}
{{#lsth:DBFZ/Gotenks/Data|j.214HS}}
{{!}}-
{{Description|8|text=
* Costs 3 bars.
* Costs 3 bars.
* Minimum damage: 120, 140*3, 1120 (1660)
* Beats level 2 projectiles but loses to level 3 projectiles.
* 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.
* 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.
  }}
  }}
}}
}}


----
==Navigation==
{{CharLinks-DBFZ|Gotenks}}
{{#lsth:DBFZ/Gotenks/Data|Links}}
{{notice|To edit frame data, edit values in [[DBFZ/Gotenks/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{Navbar-DBFZ}}
{{Navbar-DBFZ}}
[[Category:Dragon Ball FighterZ]]
[[Category:Dragon Ball FighterZ]]
[[Category: Gotenks]]
[[Category: Gotenks]]

Revision as of 13:16, 10 October 2019

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

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
  • 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

5L
5L
DBFZ Gotenks 5L.png
DBFZ Gotenks 5LL.png
DBFZ Gotenks 5LLL.png
Welcome to Mixup City
Template:AttackDataHeader-DBFZ
5L


5L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 All 6 3 12 -3 B - - - 5 - 11 16 16
DBFZ Gotenks 5L.png
  • Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.
5LL


5LL
normal
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
DBFZ Gotenks 5LL.png
  • Strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles.
5LLL


5LLL
normal
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
DBFZ Gotenks 5LLL.png

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
5M
DBFZ Gotenks 5M.png
Template:AttackDataHeader-DBFZ
5M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 All 9 6 16 -5 B - - - 7 - 15 18 18
DBFZ Gotenks 5M.png


  • 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
5H
DBFZ Gotenks 5H.png
Template:AttackDataHeader-DBFZ
5H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 [1275] All 13 [40] 6 18 -8 [+1] B - U1 - 12 - 15 Launch 23 / 39
Values in [] are for max charge
DBFZ Gotenks 5H.png


  • 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
5S
DBFZ Gotenks 5S.png
Template:AttackDataHeader-DBFZ
5S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
350×1~4 All 14 - 25 -4 P1 - - - 6 - 21 24 26
DBFZ Gotenks 5S.png


  • Can be repeated up to four times.
2L
2L
DBFZ Gotenks 2L.png
Template:AttackDataHeader-DBFZ
2L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
400 Low 7 3 13 -4 F - - - 5 - 11 16 16
DBFZ Gotenks 2L.png


  • Fast low, not strong in neutral situations.
  • Primary grounded mixup tool. Most often used in blockstrings or after 236[S] (Beam Cancel).
2M
2M
DBFZ Gotenks 2M.png
Template:AttackDataHeader-DBFZ
2M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 Low 11 6 17 -7 F - - - 7 - 15 Launch 23
DBFZ Gotenks 2M.png


  • 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
2H
DBFZ Gotenks 2H.png
Template:AttackDataHeader-DBFZ
2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 14 7 25+L -16 B 4-16 Head U1+ - 12 - 15 Launch 23 / 39
DBFZ Gotenks 2H.png


  • 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
6M Template:AttackDataHeader-DBFZ
6M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 High 24 6 4+6L - B - - - 12 - 15 18 23
DBFZ Gotenks jH.png


  • Standard overhead.
j.L
j.L
DBFZ Gotenks jL.png
I now control the air
Template:AttackDataHeader-DBFZ
j.L
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
300×3 High [All] 7 1(3)1(3)1 - - H - - - 2×3 - 11 16 16
DBFZ Gotenks jL.png


  • 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
j.M
DBFZ Gotenks jM.png
Template:AttackDataHeader-DBFZ
j.M
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
700 High 9 3 - - H - - - 7 - 15 18 18
DBFZ Gotenks jM.png


  • 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
j.H
DBFZ Gotenks jH.png
Template:AttackDataHeader-DBFZ
j.H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 / 1000 High 13 6 - - H - D1+ [D3+] - 12 - 15 18 60 / 60 (slide)
DBFZ Gotenks jH.png


  • [] 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
j.S
DBFZ Gotenks jS.png
Mixup City 2
Template:AttackDataHeader-DBFZ
j.S


j.S
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600 All 15 - Total 32+3L - P1 - - - 6 - 21 24 26
DBFZ Gotenks jS.png
  • Only 1 hit, not very useful.
  • Pushes Gotenks back.
  • Mostly used to fake out j.6S.
j.6S
  • 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
j.2H
DBFZ Gotenks j2H.png
Template:AttackDataHeader-DBFZ
j.2H
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
850 All 13 4 - - H - U1+ - 12 - 15 Launch 20 / 39
DBFZ Gotenks j2H.png


  • Standard combo extender, jump cancellable.

Specials

Miracle Super Punch
Miracle Super Punch
236L/M/H (Air OK)
DBFZ Gotenks MiracleSuperPunch.png
Obligatory Jojo reference
Template:AttackDataHeader-DBFZ
L


236L
L Miracle Super Punch
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×4 All 9 {2(2)}×3, 2 16 -2 B - - - - - 15 18 18
DBFZ Gotenks MiracleSuperPunch.png
[L]


236[L]
[L] Miracle Super Punch
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
100×8 All 9 {2(2)}×7, 2 16 -2 B - - - - - 15 18 18
DBFZ Gotenks MiracleSuperPunch.png
  • [] is on hold.
  • Moves forward.
  • On hit, all versions can be cancelled into any other special except themselves.
M


236M
M Miracle Super Punch
special
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
DBFZ Gotenks MiracleSuperPunch.png
[M]


236[M]
[M] Miracle Super Punch
special
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
DBFZ Gotenks MiracleSuperPunch.png
  • [] 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


236H
H Miracle Super Punch
special
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
DBFZ Gotenks MiracleSuperPunch.png
[H]


236[H]
[H] Miracle Super Punch
special
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
DBFZ Gotenks MiracleSuperPunch.png
  • [] 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
Great Special Rolling Kick
214L/M/H (Air OK)
DBFZ Gotenks GreatSpecialRollingKick.png
DBFZ Gotenks GreatSpecialRollingKick-2.png
And now... Spin Technique!
Template:AttackDataHeader-DBFZ
L


214L
L Great Special Rolling Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
40×7, 600 All 10 14 (8) 2 19 -5 B 10-23 P1 - - - - 15 Launch -
DBFZ Gotenks GreatSpecialRollingKick.pngDBFZ Gotenks GreatSpecialRollingKick-2.png
  • 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


214M
M Great Special Rolling Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
40×11, 800 All 10 22 (8) 2 18 (airborne) H 10-31 P1 U1+ - - - 15 Launch -
DBFZ Gotenks GreatSpecialRollingKick.pngDBFZ Gotenks GreatSpecialRollingKick-2.png
  • 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


214H
H Great Special Rolling Kick
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
40×11, 800 All 10 56 (8) 2 18 -4 (airborne) H 10-55 P1 U1+ - -100 - 15 Launch -
DBFZ Gotenks GreatSpecialRollingKick.pngDBFZ Gotenks GreatSpecialRollingKick-2.png
  • Slowly moves straight forward.
  • Can be directed with Template:8 Template:2 Template:4 Template:6.
  • 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.214L
Air L Great Special Rolling Kick
special
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 -
DBFZ Gotenks GreatSpecialRollingKick.pngDBFZ Gotenks GreatSpecialRollingKick-2.png
  • Spins diagonally downward.
  • Stops spinning once Gotenks lands or if he gets all 7 hits in.
  • Active frames until landing.
Air M


j.214M
Air M Great Special Rolling Kick
special
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 -
DBFZ Gotenks GreatSpecialRollingKick.pngDBFZ Gotenks GreatSpecialRollingKick-2.png
  • 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


j.214H
Air H Great Special Rolling Kick
special
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 83 (8) 2 18 -4 (airborne) H 8-90 P1 U1+ - -100 - 15 Launch -
DBFZ Gotenks GreatSpecialRollingKick.pngDBFZ Gotenks GreatSpecialRollingKick-2.png
Vengeful Shout
Vengeful Shout
236S (Air OK)
DBFZ Gotenks VengefulShout.png
DOCTOR OCTAGONAPUS BGAAAAAAAAH
Template:AttackDataHeader-DBFZ
Ground


236S
Vengeful Shout
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5 All 17 25 20+L -16+L P2 - - - - - - Launch -
DBFZ Gotenks VengefulShout.png
  • 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


j.236S
Air Vengeful Shout
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
262×5 All 17 25 21 - P2 - - - - - - Launch -
DBFZ Gotenks VengefulShout.png
  • Can be feinted like the ground version
Galactic Donut
Galactic Donut
214S
DBFZ Gotenks GalacticDonut.png
time to make the donuts
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214S
Galactic Donuts
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
600×2 All 29 1 (29) 1 3 +5 P2 - U2+ - - - - Launch -
DBFZ Gotenks GalacticDonut.png


  • 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
DIE DIE Missile Barrage
j.214S
DBFZ Gotenks DieDieMissileBarrage.png
HYPER PLASMA SHURIKEN
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j.214S
DIE DIE Missile Barrage
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Smash Prorate Ki Gain Attack Level Blockstun Ground Hit Air Hit
130×12 All 12 [P(5)] ×11, P 36+5L - P1 - - - - - - Launch -
Each P in active frames represents a projectile spawned
DBFZ Gotenks DieDieMissileBarrage.png


  • 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

Galactic Donut
A1/A2 Space Bondage
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  • 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

Super Ghost Kamikaze Attack
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.
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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.

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.

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
Charging Ultra Volleyball
214L+M or 214H+S (Air OK)
DBFZ gotenks volleyball.png
"Supah Donat"
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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.

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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