DBFZ/Gotenks: Difference between revisions

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* Although has 16 maximum hits, Gotenks will stop punching once he touches the ground.
* Although has 16 maximum hits, Gotenks will stop punching once he touches the ground.
* Plus on block.
* Plus on block.
* Allows air actions afterwards but adds landing recovery.
Yeah, it's plus, but not really worth going for. There's a gap because of how it moves that leaves it vulnerable to getting 2H'd. Your opponent should not be letting you get away with this move.
Yeah, it's plus, but not really worth going for. There's a gap because of how it moves that leaves it vulnerable to getting 2H'd. Your opponent should not be letting you get away with this move.
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* All versions deflect Ki blasts and have head property.
;All Versions
* Deflect Ki Blasts and have head property.
* All grounded versions can be cancelled into other special moves on whiff or hit, including itself. You can cancel as soon as the hitbox for the move comes out. Moves cancelled into will be their air versions.
* All grounded versions can be cancelled into other special moves on whiff or hit, including itself. You can cancel as soon as the hitbox for the move comes out. Moves cancelled into will be their air versions.
* The air versions will also cancel into other special moves on whiff or hit similar to the grounded variants, but they cannot cancel into themselves (or other strengths of 214X)
* Air versions will also cancel into other special moves on whiff or hit similar to the grounded variants, but they cannot cancel into themselves (or other strengths of 214X)
----
----
* 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.
;214L
* 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. Not a great roundstart because it connects on frame 17. Most things will stuff it..
----
----
;214M
* Jumps high up.
* Jumps high up.
* 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.
* Allows for air actions afterwards but adds landing recovery.
Can set up a left/right mixup by cancelling into 214H. Otherwise not much use for this one.
----
----
* Slowly moves straight forward.
* Slowly moves straight forward.
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* 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.
* Loses to Super Dash.
* 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.
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.
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;j.214L
* 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.
 
Depending on the height this is used at, it can set up for rejumps (such as off of 2H). It can be good for getting to the ground quickly as well, though you still suffer the recovery. Not as useful as it's grounded version in terms of neutral but makes a wicked fake crossup.
Depending on the height this is used at, it can set up for rejumps (such as off of 2H). It can be good for getting to the ground quickly as well, though you still suffer the recovery.
----
----
;j.214M
* 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.
Great combo filler as it enables j.H's sliding knockdown and therefore Ghost Oki.
----
----
;j.214H
* Slowly moves straight forward.
* Slowly moves straight forward.
* Can be directed with {{Ni|8}} {{Ni|2}} {{Ni|4}} {{Ni|6}}.
* Can be directed with {{Ni|8}} {{Ni|2}} {{Ni|4}} {{Ni|6}}.
* 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.
* Loses to Super Dash.
* Loses to Super Dash.
Similar in usage to the ground version. Can't be combo-ed from unless you're in the corner.
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* Gotenks leaps into the air and fires a beam from his mouth.
* Gotenks leaps into the air and fires a beam from his mouth.
* 236[S] will feign the beam. Feign has 7 frames of landing recovery.


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.
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.
Feign beam can bait out reflects, but it will lose to most 5L/5Ms, so try to use it with caution. Getting too predictable with it can lead you to getting blown up very easily. It also has landing recovery, making it difficult to use as anything other than a pressure reset.
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* 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.
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. You can't really stop superdash with anything other than lvl3 and there are far better uses for your meter when playing Gotenks.
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==Z Assists==
==Z Assists==
===<big>Assist A</big>===
===<big>Assist A</big>===

Revision as of 08:29, 23 March 2021

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord    
Overview

Template:CharaOverview

Normal Moves

5L

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
5L
5LL
5LLL

  • 6 frame jab.
  • Good recovery, good for staggers.

Standard 5L poke with a good hitbox. Used for starting pressure and is your standard grounded poke.


  • Blockstring and combo filler.
  • -5 on block, good for staggers.

5LL has a strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles. Do not use this if 5L is reflected. You will die for it.


  • Recovers in the air.
  • Cancelling immediately is grounded, delaying the cancel slightly leaves Gotenks airborne.

5LLL's 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 block, can be covered with Ghost Oki or an assist for a mixup.

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

5H

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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

2L

2M

2H

6M

j.L

j.M

j.H

j.S

j.2H

Special Moves

Miracle Super Punch

236L/M/H (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
L
[L]
M
[M]
H
[H]

All Version
  • [] is on hold.
  • Can cancel into other special moves on whiff or hit, including itself. Moves cancelled into will be their air versions, and you can cancel as soon as the hitbox comes out.
  • Deals above average chip damage.
  • Moves forward.

236L
  • Moves forward.

Mostly blockstring filler. Good frame advantage at -2, allowing you to safely backdash away.


236M
  • Moves in an arc as if Gotenks jumps forward.
  • Although has 16 maximum hits, Gotenks will stop punching once he touches the ground.
  • Plus on block.
  • Allows air actions afterwards but adds landing recovery.

Yeah, it's plus, but not really worth going for. There's a gap because of how it moves that leaves it vulnerable to getting 2H'd. Your opponent should not be letting you get away with this move.


236H
  • Partial held does 16 hits.
  • 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. The air version has no landing recovery, so you can use it after using another special on whiff to avoid said recovery frames.

Great Special Rolling Kick

214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
L
M
H

All Versions
  • Deflect Ki Blasts and have head property.
  • All grounded versions can be cancelled into other special moves on whiff or hit, including itself. You can cancel as soon as the hitbox for the move comes out. Moves cancelled into will be their air versions.
  • Air versions will also cancel into other special moves on whiff or hit similar to the grounded variants, but they cannot cancel into themselves (or other strengths of 214X)

214L
  • 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. Not a great roundstart because it connects on frame 17. Most things will stuff it..


214M
  • Jumps high up.
  • Last kick wall bounces in the corner if Smash hasn't been used.
  • Allows for air actions afterwards but adds landing recovery.

Can set up a left/right mixup by cancelling into 214H. Otherwise not much use for this one.


  • Slowly moves straight forward.
  • Can be directed with 8 2 4 6.
  • 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 Great Special Rolling Kick

j.214L/M/H

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
L
M
H

j.214L
  • Spins diagonally downward.
  • Stops spinning once Gotenks lands or if he gets all 7 hits in.
  • Active frames until landing.

Depending on the height this is used at, it can set up for rejumps (such as off of 2H). It can be good for getting to the ground quickly as well, though you still suffer the recovery. Not as useful as it's grounded version in terms of neutral but makes a wicked fake crossup.


j.214M
  • 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.

Great combo filler as it enables j.H's sliding knockdown and therefore Ghost Oki.


j.214H
  • Slowly moves straight forward.
  • Can be directed with 8 2 4 6.
  • Last kick wall bounces in the corner if Smash hasn't been used.
  • Loses to Super Dash.

Similar in usage to the ground version. Can't be combo-ed from unless you're in the corner.

Vengeful Shout

236S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
Ground
Air

  • Gotenks leaps into the air and fires a beam from his mouth.
  • 236[S] will feign the beam. Feign has 7 frames of landing recovery.

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.

Feign beam can bait out reflects, but it will lose to most 5L/5Ms, so try to use it with caution. Getting too predictable with it can lead you to getting blown up very easily. It also has landing recovery, making it difficult to use as anything other than a pressure reset.

Galactic Donuts

214S

Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.

  • 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 cancel into other special moves as soon as the 2nd hit connects.
  • You can get a superdash followup just by pressing S as the second hit connects.

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. However, it is plus, so if you can perhaps scare your opponent into doing nothing but blocking, you might be able to get away with this. You can space this pretty well so that you might not get hit with 5H in blockstrings as well, so with that it functions well as a sort of blockstring reset, but it comes with some weaknesses as well. Use with caution.

In combos, it ends up being a lot more useful. While tracking is somewhat messy for some other options, it will always connect after Gotenks' 5LLL, and you can either cancel it into 236LM (or 236HS for some cool corner combos) or get an easy superdash followup. It's a very strong option for post-vanish combos anywhere on the screen, as it allows him to extend his damage.

DIE DIE Missile Barrage

j.214S

Z Assists

Assist A

Galactic Donuts

Assist B

Miracle Super Punch

Assist C

Vengeful Shout

Super Moves

Super Ghost Kamikaze Attack

236L+M or 236H+S

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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.

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
H+S

  • Gotenks spits out 4 ghosts, taunting the opponent as he does.
  • Minimum damage: 180*4 (720)
  • 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

214L+M or 214H+S (Air OK)

Version Damage GuardHow this attack can be guarded. SmashWhich type of cinematic this attack can trigger. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is an attackbox, AKA the hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invul.
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. However, the oki can be changeable, due to Gotenks's interesting Level 3 gimmick that changes his plus frames depending on which button or special you inputted before the Level Three (Will be listed). 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.

[236S to Level 3: +34; 236X (L, M, H) to Level 3: +34; Any Face Button (L, M, H) except 5S/6S to Level 3: +34; 5S/6S to Level 3: +31; 214X to Level 3: +29; 214S to Level 3: +27]

[Direct Z Change, SKD, and DHC to Level 3: +34; 214X - 236X to Level 3: +27; 236X/214X - 236S to Level 3: +34]

External References

Navigation

To edit frame data, edit values in DBFZ/Gotenks/Data.

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