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;Play-style | ;Play-style | ||
:Pressure, Mixup | :Pressure, Mixup | ||
;Team Role | |||
:Any | |||
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* 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 | ||
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{{#lst:DBFZ/Gotenks/Data|Links}} | {{#lst:DBFZ/Gotenks/Data|Links}} | ||
<br clear | <br style="clear:both;"/> | ||
==Normals== | ==Normals== | ||
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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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====== <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= | |image=DBFZ_Gotenks_jL.png |caption= I now control the air | ||
|name=j.L | |name=j.L | ||
|data= | |data= | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Gotenks' primary high mixup tool. Very active. You can usually just throw it out there, but rarely beats superdashes. | * Gotenks' primary high mixup tool. Very active. You can usually just throw it out there, but rarely beats superdashes. | ||
* | * 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. | * 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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{{Description|8|text= | {{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. | |||
}} | }} | ||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
*Can be feinted like the ground version | |||
}} | }} | ||
}} | }} | ||
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{{Description|7|text= | {{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. | * 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. | |||
}} | }} | ||
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{{Description|7|text= | {{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. | |||
}} | }} | ||
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==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 | ||
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{{Description|7|text= | {{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. | ||
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{{Description|8|text= | {{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. | ||
* 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. | 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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* 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. | |||
}} | }} | ||
}} | }} |
Revision as of 13:16, 10 October 2019
Gotenks |
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Overview
Son Goten (AKA Sun Wutian), the secondborn son of Goku, and Trunks, the son of Vegeta, are childhood friends who play and train together. During Majin Buu's rampage on Earth, both boys were taught the secret of Fusion, the art of merging two fighters and their energies together into one stronger fighter. Thus, Gotenks was born ("Goten" from Goten, and "ks" from Trunks): a powerful fighter who can effortlessly attain the power of Super Saiyan 3, but whose prowess is offset by a juvenile mindset and a penchant for dramatics.
In Dragon Ball FighterZ, Gotenks hits strong and fast. His range is lacking due to his short limbs, but once he's in range, he can put pressure on his opponents and force them to go on the defensive.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normals
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M |
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5H
5H |
Template:AttackDataHeader-DBFZ
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Gotenks' strongest grounded normal. Has great forward momentum and a solid hitbox, but loses strongly to aerial approaches. If charged fully it is +1, does increased damage, and causes a strong wall bounce midscreen. Use the charged version sparingly as the startup is massive and the reward is minimal. 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 |
Template:AttackDataHeader-DBFZ
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2L
2L |
Template:AttackDataHeader-DBFZ
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2M
2M |
Template:AttackDataHeader-DBFZ
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2H
2H |
Template:AttackDataHeader-DBFZ
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6M
6M |
Template:AttackDataHeader-DBFZ
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j.L
j.L |
Template:AttackDataHeader-DBFZ
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j.M
j.M |
Template:AttackDataHeader-DBFZ
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j.H
j.H |
Template:AttackDataHeader-DBFZ
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Incredible hitbox and priority, can hit crouching opponents from almost apex of normal jump height. Standard combo ender and Air to Ground neutral tool. The move brings Gotenks to the ground more quickly, allowing for extremely ambiguous mix ups. |
j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H |
Template:AttackDataHeader-DBFZ
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Specials
Miracle Super Punch
Miracle Super Punch 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Great Special Rolling Kick
Great Special Rolling Kick 214L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Vengeful Shout
Vengeful Shout 236S (Air OK) |
Template:AttackDataHeader-DBFZ |
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Galactic Donut
Galactic Donut 214S |
Template:AttackDataHeader-DBFZ
| |||||
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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 |
Template:AttackDataHeader-DBFZ
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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 |
Template:AttackDataHeader-DBFZ |
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Supers
Super Ghost Kamikaze Attack
Super Ghost Kamikaze Attack 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Charging Ultra Volleyball
Charging Ultra Volleyball 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.