DBFZ/Gotenks

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Overview
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Overview

Gotenks is a character that likes to get up in your face and make you block for a very, very long time - and he can open you up very easily off of it. He's very strange to play at first, but once you figure him out, you'll find a bunch of crazy mixups for both him *and* his team off of his A assist, as well as some very strong tools all-around such as his 236HS super, which sets up what is referred to as "Ghost Oki". Because of these tools, Gotenks can be a character that can constantly keep your opponent on their toes, guessing when and how they should be blocking something, and even if it's their turn to do anything. He can really force your opponent to be afraid, and you can take full advantage of that with his plethora of tools that'll control where the opponent goes and how you keep them down. He can even still utilize post-snap okizeme, a rarity in Season 3. However, Gotenks has to *get in* first. While this definitely isn't an issue for him, he can still struggle with it due to some stubby tools that can make it difficult if the opponent spaces themselves correctly. Moreover, Gotenks often needs resources to get his game started, such as meter or assists, sometimes both. Despite these flaws, he's still able to output some very scary situations for the opponent to be in and can be an absolute monster when he's in his best scenario, as well as having some strong support value due to his assist lineup.

Gotenks is the character for people who like constant rushdown and pressure, with many ways to keep the opponent guessing and/or blocking once they get the hit.


"Ta-da! Here I am! The grim reaper of justice, Gotenks!"
Lore:Son Goten/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: 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.
Voice:Japanese: Masako Nozawa/Takeshi Kusao English: Alexis Tipton/Kara Edwards
Playstyle
DBFZ Gotenks Icon.png 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 Assists: Gotenks' assists are very powerful, all offering different things but all very good at what they do, giving him incredible support value on any team no matter the assist.
  • 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.
  • Damage and corner carry: With his rejumps, Gotenks has some of the highest damaging combo routes and corner carry in the game
  • 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.
Special Canceling
Many of Gotenks' Special Moves can be canceled into one another. While this isn't exclusive to Gotenks, there is one unique property regarding his special cancelation. When Miracle Super Punch or the spinning portion of Great Special Rolling Kick is canceled on hit, there will be a hitbox connecting them to the next attack. This facilitating hitbox has startup of 1F, deals 10 damage, and has ground bounce property. It doesn't affect combo scaling and the extra damage is too low to matter, but it serves to make Gotenks combos easier, while also enabling a few advanced routes utilizing the ground bounce.

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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
5L 400 All - 6 3 12 -3 -
5LL 700 All - 10 3 18 -5 -
5LLL 1000 All U3+ 14 (22 if 5LL whiffed) 9 25 0 (in air) -

  • 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
850 [1275] All U1 13 [40] 6 18 -8 [+1] -

  • 5H > 5S generally has great frame advantage and can be up to 0 on block at max 5H range.
  • Leads to above average damage with rejumps, but does not allow for sliding knockdown.
  • [] 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 100*4 All - 9 [2(2)]*3, 2 16 -2 -
[L] 100*8 All - 9 [2(2)]*7, 2 16 -2 -
M 50*8 All - 9 [2(2)]*7, 2 12 whiff ~ +3 -
[M] 50*16 All - 9 [2(2)]*15, 2 12 [16] whiff ~ +3 -
H 50*8 All - 9 [2(2)]*7, 2 12 +1 -
[H] 50*18 All - 9 [2(2)]*17, 2 12 +1 -

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 the only plus on block move in the entire game that can be performed gaplessly from a blockstring with no strings attached. It's also pretty good at catching Superdashes, but this depends on positioning. The air version has no landing recovery, so you can use it after using another special on whiff to avoid said recovery frames. Due to the speed, it can also be helpful to allow you to try and escape the corner by doing 236H[6].

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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 40*7, 600 All - 10 14 (8) 2 19 -5 10-23 P1
M 40*11, 800 All U1+ 10 22 (8) 2 18 (airborne) 10-31 P1
H 40*11, 800 All U1+ 10 56 (8) 2 18 -4 (airborne) 10-55 P1

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.
  • Usful for very damaging combo routes in the corner

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 InputIcon 8.png InputIcon 2.png InputIcon 4.png InputIcon 6.png.
  • 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L 40*7, 500 All - 8 Until Landing (8) 2 19 -5 8-Landing P1
M 40*11, 600 All U1+ 8 22 (8) 2 18 -4 (airborne) 8-29 P1
H 40*11, 600 All U1+ 8 83 (8) 2 18 -4 (airborne) 8-90 P1

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 InputIcon 8.png InputIcon 2.png InputIcon 4.png InputIcon 6.png.
  • 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
Ground 262*5 All - 17 25 20+L -16+L -
Air 262*5 All - 17 25 21 - -

  • 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
600*2 All U2 29 1 (29) 1 3 +5 -

  • 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

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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
200, 140*4, 280 All - 33 [20] - - +30 -

  • Beam assist.
  • On hit, adds a strike that knocks the opponent back towards you.
  • Values in [ ] is when the opponent is in hitstun/untech.

Completes the holy trinity of assists. Having a beam assist, C Assist or not, fills the last niche that A and B do not.

While you give up some of the blockstring potential that A and B have due to having slightly less plus frames to work with, the neutral potential for this is strong, especially due to this beam allowing for explosive damage on hit if you play your cards right. Keep in mind that because it is a C assist, it will be available less often, so it can be a bit of a detriment if it doesn't actually end up hitting the opponent, either on block or on hit. Despite this, it is still a very legitimate assist choice. Play this with characters that need the help in neutral or can get a ton of mileage from a C Assist.

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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
L+M 400*6 All - 9+4 [1(9)] *6 - -30 -

  • 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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
H+S 600*4 All - - - 57 Total +20 (per Ghost) -

  • 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.
  • Ghosts are affected by negative edge, which can be buffered by holding buttons during the super animation. This allows Gotenks to throw out the ghosts without having to actually use a button, at the cost of not having the button available.

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)

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.The number of frames this attack has invulnerability, and what attribute(s) this invulnerability applies to.
3930 All - 9+3 - - -30 [+34] -

  • 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

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