Gotenks (HD): Difference between revisions

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== Special Moves ==
== Special Moves ==
'''Sliding Headbutt''' - [[File:downright.gif]]Y -
'''Omaenanka Combo''' - [[File:hcb.gif]]Y after "Sliding Headbutt" -
'''Wild Boar Takedown''' - [[File:qcf.gif]]Y -
'''Rolling Thunder Uppercut''' - [[File:hcf.gif]]Y -
'''Ultra Diving Headbutt''' - [[File:f.gif]][[File:down.gif]]Y while in the air -
'''Aerial Kantsu Energy Dan''' - [[File:f.gif]][[File:b.gif]][[File:f.gif]]A while in the air -
'''Triple Fireball''' - [[File:qcf.gif]]A -
'''Shine Shine Missiles''' - [[File:qcf.gif]][[File:qcf.gif]]A -
'''Kikoha''' - [[File:hcf.gif]]A -
'''Super Ghost Kamikaze Attack''' - [[File:qcb.gif]][[File:f.gif]]A -
'''Desperation Attack: Gekitotsu Volleyball''' - [[File:f.gif]][[File:hcf.gif]]Y -

Revision as of 23:42, 5 November 2014

Gotenks

In a nutshell

Gotenks is a character whose game is based around mobility and finding a way to land one clean jump-in for the match. His normals are among the worst in the game, but he can make up for that with his quick jump speed, small size and surprise aerial attacks. You wont be on the ground very often with Gotenks; rather, you'll be jumping around aiming to annoy your opponent into making a fatal mistake. His infinite restun combo involving his Shine Shine Missile attack means that one successful jump-in is all it takes for Gotenks to take the game, but the opportunity to do so will only come if you bide your time and earn it.


Moves List

Normal Moves

Close st.Y - A quick uppercut at waist level. Second fastest close st.Y in the game, and one of Gotenks' few acceptable grounded normals. Used mostly for the hitconfirm.

Close st.B - Swift boot to the chin. Can't be special cancelled. 4 frames slower than close st.Y, but slightly better hitbox. Can be used to stuff close range hops.

Far st.Y - Gotenks steps forward then stretches out his tiny arm for a straight punch. Slow, stubby and quite bad. If you're in the range where this move might hit, you're better off just repositioning yourself instead.

Far st.B - Gotenks steps forward then stretches out his tiny leg for a roundhouse kick. Slowest far st.B in the game, terrible range and long recovery. Overall very useless normal.

cr.Y - Short uppercut with a little extra effort put into it. Hits twice. Key component of the Gotenks infinite, but useless for pretty much everything else.

cr.B - Gotenks uses both legs to sweep the opponent. Hits low. Knocks down. Special cancellable but not normal cancellable. Short range and mediocre speed. Another normal you wont be using very often. The fact that it forces knockdown hurts this move because it means you can't use it in any worthwhile combos, and you have a far better low for poking with.

j.Y - Dual-fisted superman punch. Quite fast with very nice active frames, this is your go-to jumping normal and the move you are constantly trying to land air-to-ground to start your infinite.

j.B - Flying ass attack. 2 frames slower than j.Y and far less active, but unlike j.Y, this move can be special cancelled, giving it a small utility bonus.

Special Moves

Sliding Headbutt - Downright.gifY -

Omaenanka Combo - Hcb.gifY after "Sliding Headbutt" -

Wild Boar Takedown - Qcf.gifY -

Rolling Thunder Uppercut - Hcf.gifY -

Ultra Diving Headbutt - F.gifDown.gifY while in the air -

Aerial Kantsu Energy Dan - F.gifB.gifF.gifA while in the air -

Triple Fireball - Qcf.gifA -

Shine Shine Missiles - Qcf.gifQcf.gifA -

Kikoha - Hcf.gifA -

Super Ghost Kamikaze Attack - Qcb.gifF.gifA -

Desperation Attack: Gekitotsu Volleyball - F.gifHcf.gifY -