< DBFZ
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{{InvisibleHeader}}{{NavTabs|game=DBFZ|chara=Gotenks|discord=https://discord.gg/WQReKsv}} | |||
{| class="wikitable" style="float:right; margin-left:10px; width:300px;" | {| class="wikitable" style="float:right; margin-left:10px; width:300px;" | ||
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| align="center" colspan="2" | [[File:DBFZ_Gotenks_Portrait.png|300x500px|center]] | | align="center" colspan="2" | [[File:DBFZ_Gotenks_Portrait.png|300x500px|center]] | ||
|- | |- | ||
| '''Play-style''' || Pressure, | | '''Play-style''' || Pressure, Mix-up | ||
|- | |- | ||
| '''Team Role''' || Any | | '''Team Role''' || Any | ||
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</div> | </div> | ||
==Overview== | ==Overview== | ||
{{Bio | |||
| name = Gotenks | |||
| game = DBFZ | |||
| quote = 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=== | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
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= | |||
* '''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. | |||
|cons= | |||
* '''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. | |||
* Small frame can make it so certain combos do not work on him, and can help him avoid certain moves | * '''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. | ||
* | }} | ||
* | |||
* | |||
| | |||
* Assist A is not great in neutral, as it's tracking is rather lackluster, which also may hurt it in certain blockstrings. Also has a skill floor, requiring a bit of labbing to implement in a team. | |||
* Buttons are a bit stubby, they can easily whiff or be beaten | |||
* | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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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. | ||
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. | 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. | ||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">5M</font>====== | ======<font style="visibility:hidden;font-size:0">5M</font>====== | ||
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* 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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======<font style="visibility:hidden;font-size:0">5H</font>====== | ======<font style="visibility:hidden;font-size:0">5H</font>====== | ||
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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. | 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;font-size:0">5S</font>====== | ======<font style="visibility:hidden;font-size:0">5S</font>====== | ||
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* Can be repeated up to four times. | * Can be repeated up to four times. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">2L</font>====== | ======<font style="visibility:hidden;font-size:0">2L</font>====== | ||
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* 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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======<font style="visibility:hidden;font-size:0">2M</font>====== | ======<font style="visibility:hidden;font-size:0">2M</font>====== | ||
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* 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">2H</font>====== | ======<font style="visibility:hidden;font-size:0">2H</font>====== | ||
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* Not that useful in blockstrings, though in sparking 2H > Airdash > j.M can be oppressively strong. | * Not that useful in blockstrings, though in sparking 2H > Airdash > j.M can be oppressively strong. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">6M</font>====== | ======<font style="visibility:hidden;font-size:0">6M</font>====== | ||
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* Standard overhead. | * Standard overhead. | ||
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======<font style="visibility:hidden;font-size:0">j.L</font>====== | ======<font style="visibility:hidden;font-size:0">j.L</font>====== | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * 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. | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">j.M</font>====== | ======<font style="visibility:hidden;font-size:0">j.M</font>====== | ||
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* Primary crossup move. | * Primary crossup move. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">j.H</font>====== | ======<font style="visibility:hidden;font-size:0">j.H</font>====== | ||
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The move brings Gotenks to the ground more quickly, allowing for extremely ambiguous mix ups. | The move brings Gotenks to the ground more quickly, allowing for extremely ambiguous mix ups. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">j.S</font>====== | ======<font style="visibility:hidden;font-size:0">j.S</font>====== | ||
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|image=DBFZ_Gotenks_jS.png |caption=Mixup City 2 | |image=DBFZ_Gotenks_jS.png |caption=Mixup City 2 | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ | {{AttackDataHeader-DBFZ}} | ||
{{!}}- | {{!}}- | ||
{{#lst:{{PAGENAME}}/Data|j.S}} | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Pushes Gotenks back. | * Pushes Gotenks back. | ||
* | * Hold {{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. | |||
{{ | |||
}} | }} | ||
}}<nowiki/> | |||
======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ======<font style="visibility:hidden;font-size:0">j.2H</font>====== | ||
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* Standard combo extender, jump cancellable. | * Standard combo extender, jump cancellable. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Special Moves== | ==Special Moves== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Great Special Rolling Kick</font>====== | ======<font style="visibility:hidden;font-size:0">Great Special Rolling Kick</font>====== | ||
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|input=214L/M/H (Air OK) | |input=214L/M/H (Air OK) | ||
|image=DBFZ_Gotenks_GreatSpecialRollingKick.png |caption= | |image=DBFZ_Gotenks_GreatSpecialRollingKick.png |caption= | ||
|image2=DBFZ_Gotenks_GreatSpecialRollingKick-2.png |caption2= | |image2=DBFZ_Gotenks_GreatSpecialRollingKick-2.png |caption2=Beyblaaade! | ||
|data= | |data= | ||
{{AttackDataHeader-DBFZ|version=yes}} | {{AttackDataHeader-DBFZ|version=yes}} | ||
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* Loses to Super Dash. | * Loses to Super Dash. | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">Vengeful Shout</font>====== | ======<font style="visibility:hidden;font-size:0">Vengeful Shout</font>====== | ||
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*Can be feinted like the ground version | *Can be feinted like the ground version | ||
}} | }} | ||
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======<font style="visibility:hidden;font-size:0">Galactic Donuts</font>====== | ======<font style="visibility:hidden;font-size:0">Galactic Donuts</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">DIE DIE Missile Barrage</font>====== | ======<font style="visibility:hidden;font-size:0">DIE DIE Missile Barrage</font>====== | ||
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Does slightly more damage than j.214x in level 3 combos, but that's about all it's useful for. | Does slightly more damage than j.214x in level 3 combos, but that's about all it's useful for. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Z Assists== | ==Z Assists== | ||
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{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
* | * 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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ======<font style="visibility:hidden;font-size:0">Assist B</font>====== | ||
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{{Description|8|text= | {{Description|8|text= | ||
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. | |||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ======<font style="visibility:hidden;font-size:0">Assist C</font>====== | ||
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}} | }} | ||
}} | }}<nowiki/> | ||
==Super Moves== | ==Super Moves== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
======<font style="visibility:hidden;font-size:0">Charging Ultra Volleyball</font>====== | ======<font style="visibility:hidden;font-size:0">Charging Ultra Volleyball</font>====== | ||
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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. | 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. | ||
}} | }} | ||
}} | }}<nowiki/> | ||
==Navigation== | ==Navigation== |
Revision as of 13:36, 28 June 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord |
Gotenks | |
---|---|
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 | 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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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.