DBFZ/Gotenks/Strategy: Difference between revisions

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*'''(5LL/2LL) > 2M > 5M > 5H > 214L
*'''(5LL/2LL) > 2M > 5M > 5H > 214L
Gotenks has a lot of options in his blockstrings. 5[H], 214S, and 236H are all plus on block, but 236H is the only one without a gap. Use them sparingly.
Gotenks has a lot of options in his blockstrings. 5[H], 214S, and 236H are all plus on block, but 236H is the only one without a gap. Use them sparingly.
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*'''5L > 5LL > 5LLL > 66j.L/2M
*'''5L > 5LL > 5LLL > 66j.L/2M
With assists, Gotenks' autocombo becomes an incredibly abusive 50/50 mixup tool. The airdash j.L and 2M only hit a frame or two apart, making reactions impossible and forcing your opponent to guess.
With assists, Gotenks' autocombo becomes an incredibly abusive 50/50 mixup tool. The airdash j.L and 2M only hit a frame or two apart, making reactions impossible and forcing your opponent to guess.
Gotenks mostly uses his 5L, 2L, and 5LL for stagger pressure. He can also use 5M and 2M, but those require more conditioning as they're punishable on block by most of the cast. You'll have to frame trap from them more often than not in order to get away with using them. In exchange for having poor mediums, Gotenks has several ways to reset pressure. 214S, while slow, is +5 on block and exceptional in the corner. 5[H] is also slow but it can be charged halfway as a fake, and is +1 on full charge. Lastly, 236H is fast and also plus on block while only costing a half bar to do.
==Okizeme==
==Okizeme==



Revision as of 17:35, 26 August 2020

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General Tactics

Gotenks is a pickup character, plain and simple. He has many moves that leave him airborne and in a state to go for airdash mix-ups with his 2L. To complement these moves, Gotenks also has several attacks that are plus on block to make the opponent respect his pressure. On top of all that, his assist is really good for lockdown and combo extensions, as it tracks anywhere on screen.

Team positioning

Point

Gotenks has the mix-ups to contend with some of the best point characters. Assists help boost his damage, but he doesn't need them for pressure if he has meter.

Mid

Gotenks is good with meter to burn. Because of 236H, he can take the trade of one less assist for more meter with no problem. This position also allows for your point character to take advantage of his assist.

Anchor

Solo Gotenks isn't half bad as a character. His 236H is plus on block, so he can easily extend pressure with meter. Going for mix-ups requires conditioning however, as many of his moves that leave him airborne are minus or worse.

Picking Teammates

Gotenks has at least one assist that helps the entire cast. Assist A works well with characters like SSJ and Base Vegeta, as well as characters that need tracking assists for combos like Vegito. It's high blockstun and tracking helps it be a rare combo and blockstring assist. Assist B is better for characters like Bardock who push opponents out of the tracking range of Galactic Doughnut midscreen. Assist C is a beam, which will help pretty much anyone in the entire cast. Gotenks himself can use almost any assist. The main places for assists in blockstrings are after moves like 5LLL and 214X/236X. In terms of combos, any assist that easily enables a sliding knockdown from j.DR is helpful for him.

Blockstrings

  • (5LL/2LL) > 2M > 5M > 5H > 214L

Gotenks has a lot of options in his blockstrings. 5[H], 214S, and 236H are all plus on block, but 236H is the only one without a gap. Use them sparingly.

  • 5L > 5LL > 5LLL > 66j.L/2M

With assists, Gotenks' autocombo becomes an incredibly abusive 50/50 mixup tool. The airdash j.L and 2M only hit a frame or two apart, making reactions impossible and forcing your opponent to guess.

Gotenks mostly uses his 5L, 2L, and 5LL for stagger pressure. He can also use 5M and 2M, but those require more conditioning as they're punishable on block by most of the cast. You'll have to frame trap from them more often than not in order to get away with using them. In exchange for having poor mediums, Gotenks has several ways to reset pressure. 214S, while slow, is +5 on block and exceptional in the corner. 5[H] is also slow but it can be charged halfway as a fake, and is +1 on full charge. Lastly, 236H is fast and also plus on block while only costing a half bar to do.

Okizeme

Tips and Tricks

Fighting Gotenks

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