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{{#lst:{{PAGENAME}}/Data|5L}} | {{#lst:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|5LL}} | {{#lst:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* 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. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|5LLL}} | {{#lst:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
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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{{#lst:{{PAGENAME}}/Data|5M}} | {{#lst:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:{{PAGENAME}}/Data|5H}} | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:{{PAGENAME}}/Data|5S}} | {{#lst:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can be repeated up to four times. | * Can be repeated up to four times. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|2L}} | {{#lst:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:{{PAGENAME}}/Data|2M}} | {{#lst:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:{{PAGENAME}}/Data|2H}} | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:{{PAGENAME}}/Data|6M}} | {{#lst:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Standard overhead. | * Standard overhead. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|j.L}} | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | * 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. | ||
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{{#lst:{{PAGENAME}}/Data|j.M}} | {{#lst:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:{{PAGENAME}}/Data|j.H}} | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{#lst:{{PAGENAME}}/Data|j.S}} | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Only 1 hit, not very useful. | * Only 1 hit, not very useful. | ||
* Pushes Gotenks back. | * Pushes Gotenks back. | ||
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{{#lst:{{PAGENAME}}/Data|j.6S}} | {{#lst:{{PAGENAME}}/Data|j.6S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Instead of moving back, Gotenks rolls forward. | * 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. | * Significantly stronger than j.S, as the recovery is much less. Very useful for certain assist extensions and super jump combos. | ||
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{{#lst:{{PAGENAME}}/Data|j.2H}} | {{#lst:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Standard combo extender, jump cancellable. | * Standard combo extender, jump cancellable. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|236[L]}} | {{#lst:{{PAGENAME}}/Data|236[L]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* [] is on hold. | * [] is on hold. | ||
* Moves forward. | * Moves forward. | ||
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{{#lst:{{PAGENAME}}/Data|236[M]}} | {{#lst:{{PAGENAME}}/Data|236[M]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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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{{#lst:{{PAGENAME}}/Data|236[H]}} | {{#lst:{{PAGENAME}}/Data|236[H]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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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{{#lst:{{PAGENAME}}/Data|214L}} | {{#lst:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | * 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. | ||
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{{#lst:{{PAGENAME}}/Data|214M}} | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* 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. | ||
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{{#lst:{{PAGENAME}}/Data|214H}} | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* 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 360: | Line 360: | ||
{{#lst:{{PAGENAME}}/Data|j.214L}} | {{#lst:{{PAGENAME}}/Data|j.214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* 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. | ||
Line 368: | Line 368: | ||
{{#lst:{{PAGENAME}}/Data|j.214M}} | {{#lst:{{PAGENAME}}/Data|j.214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* 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. | ||
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{{#lst:{{PAGENAME}}/Data|j.214H}} | {{#lst:{{PAGENAME}}/Data|j.214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Slowly moves straight forward. | * Slowly moves straight forward. | ||
* Can be directed with {{8}} {{2}} {{4}} {{6}}. | * Can be directed with {{8}} {{2}} {{4}} {{6}}. | ||
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{{#lst:{{PAGENAME}}/Data|236S}} | {{#lst:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
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{{#lst:{{PAGENAME}}/Data|j.236S}} | {{#lst:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Can be feinted like the ground version | *Can be feinted like the ground version | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|214S}} | {{#lst:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | * Tracks the opponent, it will spawn where they are when the input comes out. | ||
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{{#lst:{{PAGENAME}}/Data|j.214S}} | {{#lst:{{PAGENAME}}/Data|j.214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | * Can be superdashed/reflected on block. | ||
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{{#lst:{{PAGENAME}}/Data|Assist A}} | {{#lst:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. 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. | 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. | ||
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{{#lst:{{PAGENAME}}/Data|Assist B}} | {{#lst:{{PAGENAME}}/Data|Assist B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|Assist C}} | {{#lst:{{PAGENAME}}/Data|Assist C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|236LM}} | {{#lst:{{PAGENAME}}/Data|236LM}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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) | * Minimum damage: 120*6 (720) | ||
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{{#lst:{{PAGENAME}}/Data|236HS}} | {{#lst:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|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. | ||
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{{#lst:{{PAGENAME}}/Data|j.214HS}} | {{#lst:{{PAGENAME}}/Data|j.214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Costs 3 bars. | * Costs 3 bars. | ||
* Minimum damage: 120, 140*3, 1120 (1660) | * Minimum damage: 120, 140*3, 1120 (1660) |
Revision as of 16:03, 8 March 2020
Gotenks |
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Overview
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. (Name trivia: Son Goten comes from "Sun Wutian" from **Journey to the West**. The fusion name takes "Goten" from Goten, and "ks" from Trunks.)
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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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Miracle Super Punch
Miracle Super Punch 236L/M/H (Air OK) |
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 Donuts
Galactic Donuts 214S |
Template:AttackDataHeader-DBFZ |
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DIE DIE Missile Barrage
DIE DIE Missile Barrage j.214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Galactic Donuts Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Miracle Super Punch Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Vengeful Shout Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
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.