DBFZ/Gotenks: Difference between revisions

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| game = DBFZ
| game = DBFZ
| quote = Ta-da! Here I am! The grim reaper of justice, Gotenks!
| quote = Ta-da! Here I am! The grim reaper of justice, Gotenks!
| lore =  
| lore = Son Goten, the secondborn son of Goku, and Trunks, the son of Vegeta, are childhood friends who play and train together. During Majin Buu's rampage on Earth, both boys were taught the secret of Fusion, the art of merging two fighters and their energies together into one stronger fighter. Thus, Gotenks was born: a powerful fighter who can effortlessly attain the power of Super Saiyan 3, but whose prowess is offset by a juvenile mindset and a penchant for dramatics.
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.)
 
}}
}}



Revision as of 13:22, 20 June 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Gotenks
DBFZ Gotenks Portrait.png
Play-style Pressure, Mix-up
Team Role Any

Overview

"Ta-da! Here I am! The grim reaper of justice, Gotenks!"
Lore:Son Goten, the secondborn son of Goku, and Trunks, the son of Vegeta, are childhood friends who play and train together. During Majin Buu's rampage on Earth, both boys were taught the secret of Fusion, the art of merging two fighters and their energies together into one stronger fighter. Thus, Gotenks was born: a powerful fighter who can effortlessly attain the power of Super Saiyan 3, but whose prowess is offset by a juvenile mindset and a penchant for dramatics.

Playstyle

 Gotenks Gotenks hits strong and fast. His range is lacking due to his short limbs, but once he's in range, he can put pressure on his opponents and force them to go on the defensive.

Pros
Cons
  • Pressure Monster: strong mixup and pressure game, many of his specials are safe on block and can lead to tricky resets, as well as being able to set up very long blockstrings that can be mixed up in various different ways. 236H is +1 on block, allowing him to maintain pressure solo.
  • Small Stature: Gotenks' small frame can make it so certain combos do not work on him, and can help him avoid certain moves
  • Powerful Assist: A Assist has arguably has the highest peak utility assist in the game; can be used to extend certain combos, get meterless sliding knockdowns and snapbacks, and has nifty block pressure with it's absurdly high amount of blockstun.
  • Okizeme: Gotenks has incredible okizeme with 236H+S, allowing Gotenks to set up incredible pressure or reset scenarios for 1 bar.
  • Snap Pressure: Gotenks is one of the few characters in season 3 to still have post-snap oki thanks to 214H, which allows him to still keep opponents in check with it.
  • Poor Tracking: Assist A is not great in neutral, as it's tracking is rather lackluster, which also may hurt it in certain midscreen blockstrings. Also has a skill floor, requiring a bit of labbing to implement in a team.
  • Small Buttons: Being small is a double-edged sword. His buttons are a bit stubby, they can easily whiff or be beaten out.
  • Resource Hungry: two of his better pressure tools require meter, which can cause him to burn a lot of meter. Mixups without 236H+S or assists present can be a little weak.


Normal Moves

5L
5L
DBFZ Gotenks 5L.png
DBFZ Gotenks 5LL.png
DBFZ Gotenks 5LLL.png
Welcome to Mixup City
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5L
  • Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.
5LL
  • Strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles.
5LLL

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
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  • Standard 5M with decent forward momentum but nothing to write home about.
  • Mostly a combo tool than a neutral tool but can be effective for closing ground or threatening misplaced 5L's by your opponent.
5H
5H
DBFZ Gotenks 5H.png
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  • Gotenks' strongest grounded normal. Has great forward momentum and a solid hitbox, but loses strongly to aerial approaches.
  • [] is fully charged.

Gotenks' strongest grounded normal. Has great forward momentum and a solid hitbox, but loses strongly to aerial approaches.

If charged fully it is +1, does increased damage, and causes a strong wall bounce midscreen. Use the charged version sparingly as the startup is massive and the reward is minimal. The advantage on block is dependent on the distance Gotenks was before 5H. An uncharged 5H at its maximum distance can be up to -3 on block. A fully charged 5H at its maximum distance can be up to +6 on block.

5S
5S
DBFZ Gotenks 5S.png
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  • Can be repeated up to four times.
2L
2L
DBFZ Gotenks 2L.png
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  • Fast low, not strong in neutral situations.
  • Primary grounded mixup tool. Most often used in blockstrings or after 236[S] (Beam Cancel).
2M
2M
DBFZ Gotenks 2M.png
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  • Incredibly weak hitbox. Can be stuffed by any aerial attack or a properly spaced 5L.
  • Still an important tool as it's the most forward momentum Gotenks has on a normal (aside from charge 5H), but be careful in footsies as it can get you killed.
2H
2H
DBFZ Gotenks 2H.png
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  • Very slow 2H, but with a lot of active frames. Mostly used to punish aerial approaches and super dashes.
  • Can be difficult to punish grounded, as unrefined players will attempt to punish with 2L and whiff.
  • Not that useful in blockstrings, though in sparking 2H > Airdash > j.M can be oppressively strong.
6M
6M Template:AttackDataHeader-DBFZ
  • Standard overhead.
j.L
j.L
DBFZ Gotenks jL.png
I now control the air
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  • Very active. You can usually just throw it out there, but rarely beats superdashes.
  • Once a hit has been blocked, the remaining hits can be blocked low.

Amazing air-to-air option, probably his best. On block, it is very easy to just drag your opponent down to the ground and either continue pressure or reset them with a Dragon Rush.

j.M
j.M
DBFZ Gotenks jM.png
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  • Weak hitbox that hits above him, mostly used in air-to-air on opponents higher than you. j.214L or j.214M are generally better options for air-to-airs.
  • Primary crossup move.
j.H
j.H
DBFZ Gotenks jH.png
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  • [] is on Smash hit.

Incredible hitbox and priority, can hit crouching opponents from almost apex of normal jump height. Standard combo ender and Air to Ground neutral tool.

The move brings Gotenks to the ground more quickly, allowing for extremely ambiguous mix ups.

j.S
j.S
DBFZ Gotenks jS.png
Mixup City 2
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  • Pushes Gotenks back.
  • Hold Template:6 to roll forward.

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

j.2H
j.2H
DBFZ Gotenks j2H.png
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  • Standard combo extender, jump cancellable.

Special Moves

Miracle Super Punch
Miracle Super Punch
236L/M/H (Air OK)
DBFZ Gotenks MiracleSuperPunch.png
Obligatory Jojo reference
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L
[L]
  • [] is on hold.
  • Moves forward.
  • On hit, all versions can be cancelled into any other special except themselves.
M
[M]
  • [] 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
[H]
  • [] 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!
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Ground L
  • 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.
Ground M
  • 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.
Ground H
  • 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.
  • Loses to Super Dash.

Really good tool to annoy your opponent in neutral, however, it is unsafe and can not be used to reset pressure like 236H can. Gotenks can airdash or double jump once it is done.

It can also be used to get you out of a corner situation if you can somehow pull it off, or just using it as a general retreat/stall tactic. Gotenks can only go so high with the move though, so be careful.

Air L
  • Spins diagonally downward.
  • Stops spinning once Gotenks lands or if he gets all 7 hits in.
  • Active frames until landing.
Air M
  • 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
Vengeful Shout
Vengeful Shout
236S (Air OK)
DBFZ Gotenks VengefulShout.png
DOCTOR OCTAGONAPUS BGAAAAAAAAH
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Ground
  • Gotenks leaps into the air and fires a beam from his mouth.

Useful tool for Gotenks in neutral, while it isn't as good as Super Saiyan Goku's Kamehameha, it still is nice to have, especially because it is air OK. Can be useful for catching buttons from afar, or just to keep pressure on from full/midscreen. Still is somewhat slow though, so try not to get too reliant on this one.

Button can be held to feint. Held beam can bait out reflects, but it will lose to most 5L/5Ms, so try to use it with caution, as getting too predictable with it can lead you to getting blown up very easily.

Air
  • Can be feinted like the ground version
Galactic Donuts
Galactic Donuts
214S
DBFZ Gotenks GalacticDonut.png
time to make the donuts
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  • Gotenks forms a ring that appears around the opponent as well before binding them with it.
  • Tracks the opponent, it will spawn where they are when the input comes out.
  • "Beats" super dash should it ever hits.
  • Holding up during the move causes the donut to move upwards, allowing you to catch opponents who might jump out of it. Not entirely that useful, but it's something.

Can 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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  • Gotenks fires a series of Ki blasts similar to Vegeta's Air Consecutive Energy Blast.
  • Can be superdashed/reflected on block.

Does slightly more damage than j.214x in level 3 combos, but that's about all it's useful for.

Z Assists

Assist A
Galactic Donuts
Assist A Space Bondage
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  • Great combo extension tool.
  • Incredibly high blockstun.

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

It can also be useful in neutral but the tracking is poor. Quick movement can dodge this assist so you'll have to use it in more specific situations.

Assist B
Miracle Super Punch
Assist B
DBFZ Gotenks MiracleSuperPunch.png
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Assist B is nowhere near as strong as Galactic Donuts is, but it's still a solid option, and a good "training wheels" assist. If you're not totally confident in your A set-ups/mix-ups, B still functions well as your everyday average assist.

Assist C
Vengeful Shout
Assist C
DBFZ Gotenks VengefulShout.png
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Super Moves

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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