DBFZ/Gotenks: Difference between revisions

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|summary= 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.
|summary= 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=  
|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. {{clr|3|236H}} is +1 on block, allowing him to maintain pressure solo.
* '''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. {{clr|H|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
* '''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.
* '''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 {{clr|3|236H}}+{{clr|4|S}}, allowing Gotenks to set up incredible pressure or reset scenarios for 1 bar.
* '''Okizeme:''' Gotenks has incredible okizeme with {{clr|H|236H}}+{{clr|S|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 {{clr|3|214H}}, which allows him to still keep opponents in check with it.
* '''Snap Pressure:''' Gotenks is one of the few characters in season 3 to still have post-snap oki thanks to {{clr|H|214H}}, which allows him to still keep opponents in check with it.
* '''Corner carry:''' With his rejumps, Gotenks can easily drag an opponent from corner to corner to set up Ghost Oki and/or DHC synergy.
* '''Corner carry:''' With his rejumps, Gotenks can easily drag an opponent from corner to corner to set up Ghost Oki and/or DHC synergy.
|cons=
|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.  
* '''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 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 {{clr|3|236H}}+{{clr|4|S}} or assists present can be a little weak.
* '''Resource Hungry:''' Two of his better pressure tools require meter, which can cause him to burn a lot of meter. Mixups without {{clr|H|236H}}+{{clr|S|S}} or assists present can be a little weak.
|difficulty_rating=2
|difficulty_rating=2
}}
}}
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|content=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.
|content=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 [[DBFZ/Gotenks#Miracle Super Punch|Miracle Super Punch]] or the spinning portion of [[DBFZ/Gotenks#Great Special Rolling Kick|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 neglectable, but this serves to make Gotenks combos easier, while also enabling a few advanced routes utilizing the ground bounce.
When [[DBFZ/Gotenks#Miracle Super Punch|Miracle Super Punch]] or the spinning portion of [[DBFZ/Gotenks#Great Special Rolling Kick|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. This doesn't affect combo scaling and the extra damage is neglectable, but it serves to make Gotenks combos easier, as well as enabling a few advanced routes utilizing the ground bounce.
}}
}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5L}}</big>===
===<big>{{clr|L|5L}}</big>===
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* 6 frame jab.
* 6 frame jab.
* Good recovery, good for staggers.
* Good recovery, good for staggers.
Standard {{clr|1|5L}} poke with a good hitbox. Used for starting pressure and is your standard grounded poke.
Standard {{clr|L|5L}} poke with a good hitbox. Used for starting pressure and is your standard grounded poke.
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* Blockstring and combo filler.
* Blockstring and combo filler.
* -5 on block, good for staggers.
* -5 on block, good for staggers.
{{clr|1|5LL}} has a strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles. Do not use this if {{clr|1|5L}} is reflected. You will die for it.
{{clr|L|5LL}} has a strong hitbox and forward momentum. Useful in pressure and can be decent in neutral scrambles. Do not use this if {{clr|L|5L}} is reflected. You will die for it.
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* Recovers in the air.
* Recovers in the air.
* Cancelling immediately is grounded, delaying the cancel slightly leaves Gotenks airborne.
* Cancelling immediately is grounded, delaying the cancel slightly leaves Gotenks airborne.
{{clr|1|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.
{{clr|L|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 {{clr|4|6S}} to punish your opponent's {{clr|3|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 {{clr|S|6S}} to punish your opponent's {{clr|H|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.
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===<big>{{clr|2|5M}}</big>===
===<big>{{clr|M|5M}}</big>===
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* Can be a stagger point, but technically punishable on block.
* Can be a stagger point, but technically punishable on block.
* Important for combos due to it's jump cancel.
* Important for combos due to it's jump cancel.
* Can be up to -1 on block if spaced.
* Can be up to -1 on block if spaced.
Standard {{clr|2|5M}} with decent forward momentum but nothing to write home about. Mostly a combo tool instead of a neutral tool.
Standard {{clr|M|5M}} with decent forward momentum but nothing to write home about. Mostly a combo tool instead of a neutral tool.
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===<big>{{clr|3|5H}}</big>===
===<big>{{clr|H|5H}}</big>===
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* {{clr|3|5H}} > {{clr|4|5S}} generally has great frame advantage and can be up to 0 on block at max {{clr|3|5H}} range.
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* {{clr|H|5H}} > {{clr|S|5S}} generally has great frame advantage and can be up to 0 on block at max {{clr|H|5H}} range.
* Leads to above average damage with rejumps, but does not allow for sliding knockdown.
* Leads to above average damage with rejumps, but does not allow for sliding knockdown.
* [] is fully charged.
* [] is fully charged.
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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.
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 {{clr|3|5H}}. An uncharged {{clr|3|5H}} at its maximum distance can be up to -3 on block. A fully charged {{clr|3|5H}} at its maximum distance can be up to +6 on block.
The advantage on block is dependent on the distance Gotenks was before {{clr|H|5H}}. An uncharged {{clr|H|5H}} at its maximum distance can be up to -3 on block. A fully charged {{clr|H|5H}} at its maximum distance can be up to +6 on block.
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===<big>{{clr|4|5S}}</big>===
===<big>{{clr|S|5S}}</big>===
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* Can be repeated up to four times.
* Can be repeated up to four times.
Your standard Ki Blast, not too much different from how other characters use it. Good for long range pokes. Gotenks also has easy ways around Ki Blasts himself with his 214X moves, which helps against characters that can out-zone him on the ground.
Your standard Ki Blast, not too much different from how other characters use it. Good for long range pokes. Gotenks also has easy ways around Ki Blasts himself with his 214X moves, which helps against characters that can out-zone him on the ground.
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===<big>{{clr|1|2L}}</big>===
===<big>{{clr|L|2L}}</big>===
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* Fast low for pressure.
* Fast low for pressure.
* Good stagger tool.
* Good stagger tool.
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===<big>{{clr|2|2M}}</big>===
===<big>{{clr|M|2M}}</big>===
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* Incredibly weak hitbox. Can be stuffed by any aerial attack or a properly spaced {{clr|1|5L}}.
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* {{clr|1|5L}} > {{clr|2|2M}} or {{clr|1|2L}} > {{clr|2|2M}} is anti reflect when used point blank
* Incredibly weak hitbox. Can be stuffed by any aerial attack or a properly spaced {{clr|L|5L}}.
Important tool as it's the most forward momentum Gotenks has on a normal (aside from charge {{clr|3|5H}}), but still not to be pressed in neutral. Can be used as a stagger point, but it's on the dangerous side being -7.
* {{clr|L|5L}} > {{clr|M|2M}} or {{clr|L|2L}} > {{clr|M|2M}} is anti reflect when used point blank
Important tool as it's the most forward momentum Gotenks has on a normal (aside from charge {{clr|H|5H}}), but still not to be pressed in neutral. Can be used as a stagger point, but it's on the dangerous side being -7.
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===<big>{{clr|3|2H}}</big>===
===<big>{{clr|H|2H}}</big>===
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* Unusually high reward due to rejumps.
* Unusually high reward due to rejumps.
* Hits high and on both sides of Gotenks.
* Hits high and on both sides of Gotenks.
Very slow {{clr|3|2H}}, but with a lot of active frames. Mostly used to punish aerial approaches and super dashes. This move whiffs ''hard'', so make sure it's going to hit if you throw it out. Cancels into air special moves, but all that means is you can't cancel into {{clr|4|214S}}.
Very slow {{clr|H|2H}}, but with a lot of active frames. Mostly used to punish aerial approaches and super dashes. This move whiffs ''hard'', so make sure it's going to hit if you throw it out. Cancels into air special moves, but all that means is you can't cancel into {{clr|S|214S}}.


Will occasionally hit people who try to vanish behind him due to the lasting hitbox  
Will occasionally hit people who try to vanish behind him due to the lasting hitbox  
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===<big>{{clr|2|6M}}</big>===
===<big>{{clr|M|6M}}</big>===
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* Standard overhead.
* Standard overhead.
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===<big>{{clr|1|j.L}}</big>===
 
===<big>{{clr|L|j.L}}</big>===
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* Very active. You can usually just throw it out there, but rarely beats superdashes.
* 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.
* Once a hit has been blocked, the remaining hits can be blocked low.
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===<big>{{clr|2|j.M}}</big>===
 
===<big>{{clr|M|j.M}}</big>===
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* Weak hitbox, but high active frames.
* Weak hitbox, but high active frames.
Mostly hits above him, useful as an air-to-air on opponents higher than you. Decent as a mixup tool but not all that great overall as it's overshadowed by it's heavier cousin as a jump-in.
Mostly hits above him, useful as an air-to-air on opponents higher than you. Decent as a mixup tool but not all that great overall as it's overshadowed by it's heavier cousin as a jump-in.
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===<big>{{clr|3|j.H}}</big>===
===<big>{{clr|H|j.H}}</big>===
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* [] is on Smash hit.
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* Smash hit causes a sliding knockdown
Incredible hitbox and priority, can hit crouching opponents from almost apex of normal jump height. Standard combo ender and Air to Ground neutral tool.
Incredible hitbox and priority, can hit crouching opponents from almost apex of normal jump height. Standard combo ender and Air to Ground neutral tool.


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===<big>{{clr|4|j.S}}</big>===
===<big>{{clr|S|j.S}}</big>===
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* Pushes Gotenks back.
* Pushes Gotenks back.
* Hold {{Ni|6}} to roll forward.
* Hold {{Ni|6}} to roll forward.
{{clr|4|j.S}}[6] is very useful for certain assist extensions and super jump combos, as the roll allows him to link into {{clr|1|j.L}}.
{{clr|S|j.S}}[6] is very useful for certain assist extensions and super jump combos, as the roll allows him to link into {{clr|L|j.L}}.
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===<big>{{clr|3|j.2H}}</big>===
===<big>{{clr|H|j.2H}}</big>===
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* Standard combo extender, jump cancellable.
* Standard combo extender, jump cancellable.
Vital for combos as it leads to the most damage Gotenks can get while keeping Sliding Knockdown. Nothing to write home about but it gets the job done. Usually outshined by '''{{clr|2|j.214M}}''' in the corner.
Vital for combos as it leads to the most damage Gotenks can get while keeping Sliding Knockdown. Nothing to write home about but it gets the job done. Usually outshined by '''{{clr|M|j.214M}}''' in the corner.
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==Special Moves==
==Special Moves==
===<big>Miracle Super Punch</big>===
===<big>Miracle Super Punch</big>===
<span class="input-badge">'''{{clr|1|236L}}/{{clr|2|M}}/{{clr|3|H}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|236L}}/{{clr|M|M}}/{{clr|H|H}} (Air OK)'''</span>
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;All Version
;All Version
* [] is on hold.
* [] is on hold.
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* Moves forward.
* Moves forward.
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;{{clr|1|236L}}
;{{clr|L|236L}}
* Moves forward.
* Moves forward.
Mostly blockstring filler. Good frame advantage at -2, allowing you to safely backdash away.
Mostly blockstring filler. Good frame advantage at -2, allowing you to safely backdash away.
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;{{clr|2|236M}}
;{{clr|M|236M}}
* Moves in an arc as if Gotenks jumps forward.
* Moves in an arc as if Gotenks jumps forward.
* 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.
* 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 {{clr|3|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 {{clr|H|2H}}'d. Your opponent should not be letting you get away with this move.
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;{{clr|3|236H}}
;{{clr|H|236H}}
* Partial held does 16 hits.
* 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 control speed with left and right, holding left makes you go less distance while holding right sends you much further.
* Can combo into {{clr|1|5L}}.
* Can combo into {{clr|L|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 {{clr|3|236H}}[6].
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 {{clr|H|236H}}[6].
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===<big>Great Special Rolling Kick</big>===
===<big>Great Special Rolling Kick</big>===
<span class="input-badge">'''{{clr|1|214L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
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;All Versions
;All Versions
* Deflect Ki Blasts and have head property.
* Deflect Ki Blasts and have head property.
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* 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)
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;{{clr|1|214L}}
;{{clr|L|214L}}
* Hops forward very fast.
* 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..
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..
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;{{clr|2|214M}}
;{{clr|M|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.
* Allows for air actions afterwards but adds landing recovery.
* Usful for very damaging combo routes in the corner
* Usful for very damaging combo routes in the corner
Can set up a left/right mixup by cancelling into {{clr|3|214H}}. Otherwise not much use for this one.
Can set up a left/right mixup by cancelling into {{clr|H|214H}}. Otherwise not much use for this one.
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* 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 {{clr|3|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 {{clr|H|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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===<big>Air Great Special Rolling Kick</big>===
===<big>Air Great Special Rolling Kick</big>===
<span class="input-badge">'''{{clr|1|j.214L}}/{{clr|2|M}}/{{clr|3|H}}'''</span>
<span class="input-badge">'''{{clr|L|j.214L}}/{{clr|M|M}}/{{clr|H|H}}'''</span>
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;{{clr|1|j.214L}}
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;{{clr|L|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 {{clr|3|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 {{clr|H|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.
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----
;{{clr|2|j.214M}}
;{{clr|M|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 {{clr|3|j.H}}'s sliding knockdown and therefore Ghost Oki.
Great combo filler as it enables {{clr|H|j.H}}'s sliding knockdown and therefore Ghost Oki.
----
----
;{{clr|3|j.214H}}
;{{clr|H|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}}.
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===<big>Vengeful Shout</big>===
===<big>Vengeful Shout</big>===
<span class="input-badge">'''{{clr|4|236S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|S|236S}} (Air OK)'''</span>
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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.
* {{clr|4|236[S]}} will feign the beam. Feign has 7 frames of landing recovery.
* {{clr|S|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.


Feign beam can bait out reflects, but it will lose to most {{clr|1|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.
Feign beam can bait out reflects, but it will lose to most {{clr|L|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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===<big>Galactic Donuts</big>===
===<big>Galactic Donuts</big>===
<span class="input-badge">'''{{clr|4|214S}}'''</span>
<span class="input-badge">'''{{clr|S|214S}}'''</span>
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* Gotenks forms a ring that appears around the opponent as well before binding them with it.
* Gotenks forms a ring that appears around the opponent as well before binding them with it.
* Tracks the opponent, it will spawn where they are when the input comes out.
* Tracks the opponent, it will spawn where they are when the input comes out.
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* Can cancel into other special moves as soon as the 2nd hit connects.  
* 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.  
* 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 {{clr|L|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 {{clr|M|2M}}. Some will whiff (SSJ Vegeta {{clr|H|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 {{clr|H|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.


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 {{clr|1|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 {{clr|2|2M}}. Some will whiff (SSJ Vegeta {{clr|3|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 {{clr|3|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' {{clr|L|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.
 
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' {{clr|1|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.
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===<big>DIE DIE Missile Barrage</big>===
===<big>DIE DIE Missile Barrage</big>===
<span class="input-badge">'''{{clr|4|j.214S}}'''</span>
<span class="input-badge">'''{{clr|S|j.214S}}'''</span>
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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.
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* Great combo extension tool.
* Great combo extension tool.
* Incredibly high blockstun.  
* Incredibly high blockstun.  
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===<big>Assist B</big>===
===<big>Assist B</big>===
<span class="input-badge">'''Miracle Super Punch'''</span>
<span class="input-badge">'''Miracle Super Punch'''</span>
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* Incredibly strong combo and pressure tool.
* Incredibly strong combo and pressure tool.
* Give the gift of Hands.
* Give the gift of Hands.
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* Beam assist.
* Beam assist.
* On hit, adds a strike that knocks the opponent back towards you.
* On hit, adds a strike that knocks the opponent back towards you.
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==Super Moves==
==Super Moves==
===<big>Super Ghost Kamikaze Attack</big>===
===<big>Super Ghost Kamikaze Attack ({{clr|L|L}}+{{clr|M|M}})</big>===
<span class="input-badge">'''{{clr|1|236L}}+{{clr|2|M}} or {{clr|3|236H}}+{{clr|4|S}}'''</span>
<span class="input-badge">'''{{clr|L|236L}}+{{clr|M|M}}'''</span>
<div class="attack-container">
<div class="attack-container">
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<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_Gotenks_superghostkamikazeattack-1.png |All this time, actually pronounced "Kah-mee-kah-zeh". Oh well.
DBFZ_Gotenks_superghostkamikazeattack-1.png |All this time, actually pronounced "Kah-mee-kah-zeh". Oh well.
DBFZ_gotenks_superghostkamikazeattack-2.png |"Apply a little schmixturization" <br> - Dekillsage
</gallery>
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{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name={{clr|1|L}}+{{clr|2|M}} Version}}
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
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* Gotenks spits out 6 ghosts, which immediately home in on and explode on the opponent.  
* Gotenks spits out 6 ghosts, which immediately home in on and explode on the opponent.  
* Minimum damage: 120*6 (720)
* Minimum damage: 120*6 (720)
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.
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.
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===<big>Super Ghost Kamikaze Attack ({{clr|H|H}}+{{clr|S|S}})</big>===
<span class="input-badge">'''{{clr|H|236H}}+{{clr|S|S}}'''</span>
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<gallery widths="210px" heights="210px" mode="nolines">
DBFZ_gotenks_superghostkamikazeattack-2.png |"Apply a little schmixturization" <br> - Dekillsage
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</div>
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{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-DBFZ|version=yes}}
{{FrameDataHeader-DBFZ}}
|-
|-
{{AttackVersion|name=H+{{clr|4|S}} Version}}
{{#cargo_query:tables=MoveData_DBFZ
{{#cargo_query:tables=MoveData_DBFZ
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
|fields=damage,guard,smash,startup,active,recovery,onBlock,invuln
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* Gotenks spits out 4 ghosts, taunting the opponent as he does.
* Gotenks spits out 4 ghosts, taunting the opponent as he does.
* Minimum damage: 180*4 (720)
* Minimum damage: 180*4 (720)
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===<big>Charging Ultra Volleyball</big>===
===<big>Charging Ultra Volleyball</big>===
<span class="input-badge">'''{{clr|1|214L}}+{{clr|2|M}} or {{clr|3|214H}}+{{clr|4|S}} (Air OK)'''</span>
<span class="input-badge">'''{{clr|L|214L}}+{{clr|M|M}} or {{clr|H|214H}}+{{clr|S|S}} (Air OK)'''</span>
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* Costs 3 bars.
* Costs 3 bars.
* Minimum damage: 120, 140*3, 1120 (1660)
* Minimum damage: 120, 140*3, 1120 (1660)
* Beats level 2 projectiles but loses to level 3 projectiles.
* 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.
* 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 {{clr|4|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.
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 {{clr|S|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.


[{{clr|4|236S}} to Level 3: +34; 236X (L, M, H) to Level 3: +34; Any Face Button (L, M, H) except {{clr|4|5S}}/{{clr|4|6S}} to Level 3: +34; {{clr|4|5S}}/{{clr|4|6S}} to Level 3: +31; 214X to Level 3: +29; {{clr|4|214S}} to Level 3: +27]
[{{clr|S|236S}} to Level 3: +34; 236X (L, M, H) to Level 3: +34; Any Face Button (L, M, H) except {{clr|S|5S}}/{{clr|S|6S}} to Level 3: +34; {{clr|S|5S}}/{{clr|S|6S}} to Level 3: +31; 214X to Level 3: +29; {{clr|S|214S}} to Level 3: +27]


[Direct Z Change, SKD, and DHC to Level 3: +34; 214X - 236X to Level 3: +27; 236X/214X - {{clr|4|236S}} to Level 3: +34]
[Direct Z Change, SKD, and DHC to Level 3: +34; 214X - 236X to Level 3: +27; 236X/214X - {{clr|S|236S}} to Level 3: +34]
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Revision as of 23:28, 13 May 2022

Overview

Template:CharaOverview

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. This doesn't affect combo scaling and the extra damage is neglectable, but it serves to make Gotenks combos easier, as well as 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.
5L 400 All 6 3 12 -3
5LL 700 All 9 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.
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.
236L 100×4 All 9 {2(2)}×3, 2 16 -2
236[L] 100×8 All 9 {2(2)}×7, 2 16 -2
236M 50×8 All 9 {2(2)}×7, 2 12 whiff ~ +3
236[M] 50×16 All 9 {2(2)}×15, 2 12 [16] whiff ~ +3
236H 50×8 All 9 {2(2)}×7, 2 12 +1
236[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.
214L 40×7, 600 All 10 14 (8) 2 19 -5 10-23 P1
214M 40×11, 800 All U1+ 10 22 (8) 2 18 (airborne) 10-31 P1
214H 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 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.
j.214L 40×7, 500 All 8 Until Landing (8) 2 19 -5 8-Landing P1
j.214M 40×11, 600 All U1+ 8 22 (8) 2 18 -4 (airborne) 8-29 P1
j.214H 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 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.
236S 262×5 All 17 25 20+L -16+L
j.236S 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.
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.
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 (L+M)

236L+M

Super Ghost Kamikaze Attack (H+S)

236H+S

No results
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 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)

No results
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.

  • 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]

Colors

1Seasonal colors that can be unlocked at different times of the year.

External References

Navigation

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

DBFZ/Navigation