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Gotenks General Discussion Thread

freerf245

11 11 11 11
This is where the 3 Gotenks players on the planet can discuss Gotenks. Couple little notes that you should know when going into Gotenks.

-236H is advantageous on block. It guarantees a jab afterwards and the only way to avoid it is to Level 3 reversal or deflect, both of which can be baited and punished.

-On hit, 2M into 236H allows you to combo without the use of an assist. This move makes Gotenks's pressure really strong, especially when paired with the right assists.

-Gotenks's unique combos into his 236S into for really easy hitconfirms off his unique from full screen.

-Letting Gotenks's entire jump light punch animation play out increases his damage output a bit.

-His level 3 actually goes full screen and is really fast, so it can be used to punish projectiles on reaction.

I know I'm missing stuff but I don't have time to post it right now. Post whatever you know.
 

Wetdoba

All too easy...
Gotenks is a super strong point character imo which is where I play him.

He has extremely good mix and pressure especially with assists or in the corner, versatile specials in neutral, and extremely good meterbuild to make up for his combo damage scaling.

I cant talk too much atm but letting you know that you are not alone and I think this character is super slept on
 

freerf245

11 11 11 11
Agreed. I think he his pressure could be top 3. You can really keep people in block pressure forever lol. He is my go to point character.
 

TrulyAmiracle

Loud and Klear~
Man I have too many of these to post:

-236M and 214H are actually plus as well but with a twist, 236M is plus if you hold it till just before he lands
Ground 214H is plus as long as the last kick doesn't whiff obviously but not enough to land into stuff so go for j.L or j.M after it, it's also more plus if you add running momentum before it and allows you to combo into j.M after it on hit.

-236S feint is incredibly dirty, with a simple cover of an assist (almost any assist) you can do chain > 2H 236S feint into j.M or land 2L/2M and this is basically a 50/50.
Longer duration assists making it gapless and plus, and low duration ones also open up feint into DR as an option.
A bit gimmicky but you can also do 236S feint airdash forward into j.M crossup but this only works if they respect it coz mashing 2H will beat this and it's what most players do against Gotenks mixups.
236S feint and then just blocking is good too if you don't have assist cover as Gotenks stays pretty far away which can make their 2Hs or punish attempts whiff for a free punish. If they respect you and don't mash though go for 236S feint mixup into chain and keep looping it.

-If you DHC from Ghosts into a quick super (Cell/Tien/Gohan etc) and you can SD after into an air confirm. I built my first team simply based off of this coz the damage potential off of 2 bars is super good.
You can also obviously just super again if you don't want to SD into combo but that's another bar lol.

-Donut is super plus, like +8 I think. Makes Donut into Gotenks beam from fullscreen a frametrap, plus the pause it has on hit is your que to vanish and combo if you want.
Easiest way to get it imo is throwing regular ki blasts cancelled into it. Careful though if you throw too many they can just SD through and avoid the donut, if you do it off 1 or 2 blasts the donut will catch them if they try to SD late.
Also helps if you have an assist that can beat SDs, or do ki blasts into a 2H punish before doing it into donut to make them hesitate.

-Unless it will 100% kill don't do his level 3, it does shit damage after Gotenks' combos coz he has too many multi-hitting moves and going for lvl1 DHCing is infinitely better.

-You can cancel 214M into air 214M, in the corner you can get the bounce into DR for a meterless snapback.

-Gotenks has some crazy incoming mixups off of snapback.
Basically air beyblade can be timed to hit either way for mixup that can loop itself if you have the right assist or willing to spend the bar.

-Gotenks can mash j.L against a blocking airborne opponent for basically infinite lockdown all the way till they land.
This is useful on incoming from a snapback, or off of hard knockdown by doing IAD j.L
It's also an OS on hit as you get an autcombo, plus if you fast enough you can do j.2H for a full conversion.

-Gotenks' shitty assist restands if you manage to land it in a combo near the ground, some characters have easy ways like Cell's 214H or #21's 214H but it's hard for others. Basically it allows you to get a free airdash mixup and they have to hold it, it's essentially as fucked up as an NRS restand. If your character can use it learn it's timing, it's way too good.


K enough for now. I'll add some more later.
 

Wetdoba

All too easy...
I believe donut is plus 7.

Also showing the restand off here with the last character everyone else wants to have a restand:


Gotenks assist aint shitty

Also can we make it a rule that if you are going to post Gotenks videos that they are required to be in english? No one wants to listen to japanese Gotenks
 

JBeezYBabY

Mr. Righteous
I really need to lab this character more. His attacks cause soooo many hits, i can only imagine the amount of block stun he can create with just one move, then call an assist to keep the pressure going.
 

TrulyAmiracle

Loud and Klear~
I believe donut is plus 7.

Also showing the restand off here with the last character everyone else wants to have a restand:


Gotenks assist aint shitty

Also can we make it a rule that if you are going to post Gotenks videos that they are required to be in english? No one wants to listen to japanese Gotenks
Highly disagree, English Black, Frieza and Hit are way worse than any of the japanese VAs imo.
I'm biased though coz I watched it originally in japanese so..

I disagree about Gotenks assist not sucking as well, it has some uses but overall it's one of the worst assists easily. The tracking is so bad it whiffs of almost any sort of movement.
 

freerf245

11 11 11 11
Man I have too many of these to post:

-236M and 214H are actually plus as well but with a twist, 236M is plus if you hold it till just before he lands
Ground 214H is plus as long as the last kick doesn't whiff obviously but not enough to land into stuff so go for j.L or j.M after it, it's also more plus if you add running momentum before it and allows you to combo into j.M after it on hit.

-236S feint is incredibly dirty, with a simple cover of an assist (almost any assist) you can do chain > 2H 236S feint into j.M or land 2L/2M and this is basically a 50/50.
Longer duration assists making it gapless and plus, and low duration ones also open up feint into DR as an option.
A bit gimmicky but you can also do 236S feint airdash forward into j.M crossup but this only works if they respect it coz mashing 2H will beat this and it's what most players do against Gotenks mixups.
236S feint and then just blocking is good too if you don't have assist cover as Gotenks stays pretty far away which can make their 2Hs or punish attempts whiff for a free punish. If they respect you and don't mash though go for 236S feint mixup into chain and keep looping it.

-If you DHC from Ghosts into a quick super (Cell/Tien/Gohan etc) and you can SD after into an air confirm. I built my first team simply based off of this coz the damage potential off of 2 bars is super good.
You can also obviously just super again if you don't want to SD into combo but that's another bar lol.

-Donut is super plus, like +8 I think. Makes Donut into Gotenks beam from fullscreen a frametrap, plus the pause it has on hit is your que to vanish and combo if you want.
Easiest way to get it imo is throwing regular ki blasts cancelled into it. Careful though if you throw too many they can just SD through and avoid the donut, if you do it off 1 or 2 blasts the donut will catch them if they try to SD late.
Also helps if you have an assist that can beat SDs, or do ki blasts into a 2H punish before doing it into donut to make them hesitate.

-Unless it will 100% kill don't do his level 3, it does shit damage after Gotenks' combos coz he has too many multi-hitting moves and going for lvl1 DHCing is infinitely better.

-You can cancel 214M into air 214M, in the corner you can get the bounce into DR for a meterless snapback.

-Gotenks has some crazy incoming mixups off of snapback.
Basically air beyblade can be timed to hit either way for mixup that can loop itself if you have the right assist or willing to spend the bar.

-Gotenks can mash j.L against a blocking airborne opponent for basically infinite lockdown all the way till they land.
This is useful on incoming from a snapback, or off of hard knockdown by doing IAD j.L
It's also an OS on hit as you get an autcombo, plus if you fast enough you can do j.2H for a full conversion.

-Gotenks' shitty assist restands if you manage to land it in a combo near the ground, some characters have easy ways like Cell's 214H or #21's 214H but it's hard for others. Basically it allows you to get a free airdash mixup and they have to hold it, it's essentially as fucked up as an NRS restand. If your character can use it learn it's timing, it's way too good.


K enough for now. I'll add some more later.
Had no idea you could cancel 214L into air 214L, that's really cool. And yea Gotenks assist is one of the worst imo.
 

Wetdoba

All too easy...
Highly disagree, English Black, Frieza and Hit are way worse than any of the japanese VAs imo.
I'm biased though coz I watched it originally in japanese so..

I disagree about Gotenks assist not sucking as well, it has some uses but overall it's one of the worst assists easily. The tracking is so bad it whiffs of almost any sort of movement.
The worst offender is old granny goku in japanese but whatever.

Gotenks assist is really good tho, its not suppose to track well but the tracking is what makes it good besides the absurd plus frames, lets you use it anywhere on screen to extend combos or use in the air for incoming mix ups and then theres the restand aspect too
 

TrulyAmiracle

Loud and Klear~
The worst offender is old granny goku in japanese but whatever.

Gotenks assist is really good tho, its not suppose to track well but the tracking is what makes it good besides the absurd plus frames, lets you use it anywhere on screen to extend combos or use in the air for incoming mix ups and then theres the restand aspect too
I play him on point mainly coz of his assist, I originally had him anchor, then second, then point lol.
Maybe it's coz the other assists I have (Piccolo/Cell/Tien) are way better and have more utility in neutral but yeah.
I've found uses for it all around, like with Piccolo you can do 5M or 2M+Gotenks assist into crossup elbow, 6S or 5S grab and it'll let you convert into a combo meterless.
With Tien doing dodonpa+Gotenks lets you get a SD into combo from fullscreen. Calling Gotenks right before Tien's super can let you link another super and so on.

Even with all that i feel it's lacking compared to most assists mainly coz it has very limited use in neutral and is harder to use in blockstrings than almost any assist, also it doesn't help that DHCing into Gotenks is crazy unsafe.
 

Wetdoba

All too easy...
I play him on point mainly coz of his assist, I originally had him anchor, then second, then point lol.
Maybe it's coz the other assists I have (Piccolo/Cell/Tien) are way better and have more utility in neutral but yeah.
I've found uses for it all around, like with Piccolo you can do 5M or 2M+Gotenks assist into crossup elbow, 6S or 5S grab and it'll let you convert into a combo meterless.
With Tien doing dodonpa+Gotenks lets you get a SD into combo from fullscreen. Calling Gotenks right before Tien's super can let you link another super and so on.

Even with all that i feel it's lacking compared to most assists mainly coz it has very limited use in neutral and is harder to use in blockstrings than almost any assist, also it doesn't help that DHCing into Gotenks is crazy unsafe.
Its utility is different than beams yeah but that doesnt make it bad its just not meant to be used raw its meant to enhance other moves or be used for retarded set ups. I still think he is best as a point but its not because his assist is bad its mostly because of his meterbuild ability and how well he uses other assists. My team for referebce is Gotenks, 16, Frieza but really Gotenks and 16 are both points in my team and I switch between them a lot
 

TakeAChance

TYM White Knight
I find gotenks is an excellent battery character. IF you get people in the corner he builds massive meter by doing his combos.

Just curious as to what you are ending most of his aerials with? He doesn't seem to have a consistent HKD.
 

TrulyAmiracle

Loud and Klear~
Yeah his only hard knockdown is j.H off of a smash sadly, which makes his 5H (his most consistent one a lot of times) a bit worse than the rest as he can't get a HKD off of it.


Its utility is different than beams yeah but that doesnt make it bad its just not meant to be used raw its meant to enhance other moves or be used for (soap bar in my mouth) set ups. I still think he is best as a point but its not because his assist is bad its mostly because of his meterbuild ability and how well he uses other assists. My team for referebce is Gotenks, 16, Frieza but really Gotenks and 16 are both points in my team and I switch between them a lot
Eh, I still wish it was faster or that Gotenks at least spawns far back like Vegeta so he doesn't get hit out of it if you wanna call him and block.
Yeah he's a great battery and it's hard to justify putting him in a spot other than point.
Him being a crazy ragequit inducer is another factor I love about him, idk why but all my ragequits happen when I'm playing Gotenks lol.
 
I have no idea about combos (very new to the game and fighing games) but gotenks is hand down my favourite such a cool character and always gets something going little ball of energy :)


Sent from my iPhone using Tapatalk
 
Gotenks is my favorite fusion by far. But I've heard from several people that he's lacking in damage. Will this make him a challenge for a beginner like me ?
 

TrulyAmiracle

Loud and Klear~
Gotenks is my favorite fusion by far. But I've heard from several people that he's lacking in damage. Will this make him a challenge for a beginner like me ?
He has a few minor issues but he's very good imo. I'd argue he's a contender for top tier but that's for another day.
Yeah his damage is on the low-ish side, it's not bad at all but it's not the same damage you'll get with Cell, Gohan or 16.
His other "issues" are he's a bit stubby and that he doesn't have any sliding knockdowns unless you start with a 2H/DR to get the j.H sliding.
Last thing is he's a bit execution heavy if you want to maximize his potential with Ghost mixups and combos.

His pros outweigh his cons by far though, he's a crazy good battery for one so he's amazing on point to build a buttload of meter.
He has a lot of crazy moves, meaning lots of wonky shenanigans and gimmicks, but he also has some fucked up mixups thanks to his feint. If you have a lockdown assist this shit is almost a guaranteed hit.
He's also one of the few characters with plus frames everywhere, he has Donut, charged 5H, 214H and 236H which are all plus.
He can dump meter well if you have a proper team thanks to Ghost dhc giving you a chance to combo or land another super.
There's also Ghosts which I think will be the key thing in the future for him, used right they're basically a 1 man lockdown with big damage and 2/3 unseeable mixups at least.
 

JBeezYBabY

Mr. Righteous
He has a few minor issues but he's very good imo. I'd argue he's a contender for top tier but that's for another day.
Yeah his damage is on the low-ish side, it's not bad at all but it's not the same damage you'll get with Cell, Gohan or 16.
His other "issues" are he's a bit stubby and that he doesn't have any sliding knockdowns unless you start with a 2H/DR to get the j.H sliding.
Last thing is he's a bit execution heavy if you want to maximize his potential with Ghost mixups and combos.

His pros outweigh his cons by far though, he's a crazy good battery for one so he's amazing on point to build a buttload of meter.
He has a lot of crazy moves, meaning lots of wonky shenanigans and gimmicks, but he also has some fucked up mixups thanks to his feint. If you have a lockdown assist this shit is almost a guaranteed hit.
He's also one of the few characters with plus frames everywhere, he has Donut, charged 5H, 214H and 236H which are all plus.
He can dump meter well if you have a proper team thanks to Ghost dhc giving you a chance to combo or land another super.
There's also Ghosts which I think will be the key thing in the future for him, used right they're basically a 1 man lockdown with big damage and 2/3 unseeable mixups at least.
I am currently a Gotenks main and I have him on anchor. Man o man does he save the day sometimes! His neutral is honestly one of the best as he can control full space.

But i dont use his Ghost mixups at all because it always gets punished by a Vanish attack. So how do you utilize his Ghosts for mixups?
 

TrulyAmiracle

Loud and Klear~
I am currently a Gotenks main and I have him on anchor. Man o man does he save the day sometimes! His neutral is honestly one of the best as he can control full space.

But i dont use his Ghost mixups at all because it always gets punished by a Vanish attack. So how do you utilize his Ghosts for mixups?
Well yeah you can’t throw Ghosts out raw that’s a free vanish punish for sure.
Well if they don’t have meter it’s not a bad option but who doesn’t have meter in this game.
A troll strat I do if they have no meter is call Ghosts hide inside of them and charge ki, generally they get mad and SD right into thre ghosts lol.

To get Ghosts out of safely you need to do it early off a sliding knockdown where you get either a normal or a ghost as a meaty leaving no gaps to vanish.
The other option is character specific but it’s way better which is calling them off of an assist’s blockstun.
For example you can do LLL into Yamcha or kid buu+ Ghost super then release a ghost into whatever and that’s a gapless blockstring into mixups that they have to hold.
Atm easiest to hardest that I know of are Kid Buu>Yamcha>Cell that can get Ghosts out in a blockstring into more stuff.
Vegeta can as well but generally has a spot where they can reflect at the end of the assist.