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Goten Strategy/Combo thread

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Goten Strategy/Combo thread Empty Goten Strategy/Combo thread

Post by TrollCapAmerica Fri Sep 02, 2011 1:18 am

Here we go with yet another character strat topic.Good old Goten has been slowly edging his way up the tier lists since he sucked hardcore in B2 was mediocre in B3 and sucked again in the SB games as Gotenks.This game gives us the best Goten we have ever had and he finally gets over his usually mediocre to bad status

Pros

Same old Son family >P,K,K starter but now with extra negation
A RTU with good damage/possible re-dizzy combos and a way to mitigate a weakness
A chargeable stun off a P starter

Cons

No RTU before transforming and it can still be TCed
SStupidly slow normal dash and the games slowest back hop by FAR
Loses P starter in the air

Starters

>P,K,K-
P,P,P,K*-
>P,P,K,P*-

Heavy Slam-Sadly the Vegeta Kick.The vertical swinging mediocre speed not much range for its wind-up styled kick which is terrible on the short characters because of their shorter limbs

Death move4s and Ultimates

Kamehameha-A lv1 300 damage beam DM with bad recovery that a ton of characters have

Charge-A lv2 1 hit PDM that does 450/562.This is somewhat weak for a lv2 DM but being one hit makes it a good fatigue punisher from behind.Upon activation Goten jumps high into the air and crashes down at an angle.Theres a chance to avoid certain attacks which is cool but you can also overshoot opponents in certain circumstances[Size stun animation etc]

Continuous Ki blast cannon-Gotens LV4 RTU that requires SSJ and does 1650[1500 including SSJ stat boost].Its a multiple ki blast move that gets most of its damage on the last shot and can be TCered.This problem is covered somewhat by the size of the ki blasts as they form in Gotens hand actually extending back farther than his actually body hitbox does.This can cause some attempts to TC and hit him to fail as you trade hits and some larger characters with big hit boxes can actually be hit and pushed forward into the rest of the Ultimate that way
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Goten Strategy/Combo thread Empty Re: Goten Strategy/Combo thread

Post by TrollCapAmerica Mon Dec 12, 2011 5:07 pm

Strategy

Dont overcomplicate Goten.You will be tempted to to try his goofy barely usable juggles his barely connectible >K chains or the move known as "Not his ultimate" but dont fall into those traps.Goten is a short character that suffers from stubby limbs and terrible hit for hit damage.Because of this longer combos are usually unnecessary work for little payoff if any at all.You combine this with mediocre rushdown without a very thrilling mix-up array and very meh ki building.It almost sounds like im bashing the poor kid but im just being honest and laying out what you have to watch for if you wanna play this kid well

Gotens rushdown is going to be based around an old school B1 and up son family >P,K,K- chain.It seems generic enough but Goten gets a few nice perks with this chain.First off while he obviously lacks reach this is one of the best chains for a small character since it moves them a long distance quickly and recovers fast enough to screw around with other chains in close.Next Gotens version of his familys chain is unique in that it negates briefly on the second hit which of course is thew hit that moves you in the greatest distance.So while the chain might be relegated to combo filler for the others for Goten its a much more viable way to attack the opposition.Hes got some other variations on his >P starter but they go a little too slow for my taste

Goten also has a Neutral P starter that works great inside.Now its got a couple variations that can be used for juggles or different cancels but the best variation is P,P,P,K-.This is a quick chain that ends in a chargeable stun and is exactly the same as it was in B3.Now the actual chargable stun isnt too fast so dont just try to constantly guard break with it but mix-ed in at the right time a full charged version can be really tricky and can turn a match around.It can be a great crux of his mix-up game going between canceled versions of it or into backdashing for another >P,K,K-.

Now good ol' Kx4 is still around and works as a change-up after P starters combos easily recovers fast and builds a good amount of Ki on hit or block.Its not a reliable starter as much as it is a neat change-up now and then plus good combo filler.It combines with a few other lesser chains like any >K or <K to give you just a few more things to play with especially in Charge! combos.Speaking of those Charge! combos remember that they are best connected in juggles and Goten has a couple of infinites.The best of these is <P,P which works after an opponent has already been juggled.You wont always need them since juggles shouldnt be your primary damage option but now and then when you need to be ki conservative they will come in handy

1 bar combos

>P,K,K- K,K,K,K- P,P,P,K* <P,P^ <E
P,P,P,K* >P,K,K- DHS ^E

2 bar combos

>P,K,K DHS hop <K* K,K,K,K- >K* P,P,P,K* <P,P^n P,P,P,P,<E
P,P,P,K* >P,K,K- DHS hop forward <K* K,K,K,K- ^E

Favorite Fatigue combo

DHS' hop <K* P,K,K- P,P,P,K* K,K,K,K- ^E
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Post by TrollCapAmerica Mon Dec 12, 2011 5:44 pm

Goten odds and Got-ends [puns are harder and harder every year]

Weak and slow

OK not REALLY but like I said you have to know Gotens goofy as weaknesses.First off his damage is low on a hit for hit basis ie you hit a Px4 and you will do about 1/4th to 1/5th less damage compared to an average sized character or 1/3rd less than a large character like Shenron or Fat Buu.This means hit count for Goten is really unspectacular in overall damage and you need your special moves to make up for it.Next Goten is slow................sort of.For some inane reason hes given an utterly ridiculous normal dash animation where he runs with his arms out like Kid Goku did in B3 and happens to move FAR slower than anyone else in the game to the point where dashing with him is pointless.He compounds this with his back-hop being an excruciatingly slow vulnerable and worthless backflip that leaves him completely wide open.Basically try not normal dash forward and never back hop backwards.The opposite works though with forward being fast and backdash being normal.Finally even your taunt is a little too slow and combined with slow dash speed and a meh heavy slam it can ruin re-dizzy combo attempts

Awesome ultimate.Awesultimate?

Gotens best damage is going to come off his ultimate.You have to get ino situations where you can land it and get his damage around the 1800-2K mark and that means getting them on the ground and leading into it with a cancel or off HS.This is a critical thing to put Goten ahead of the curve in damage and without it your not that much better than Captain Ginyu.This move also wont connect fully in juggles so those are out of the way [Barring ground reset HS shenanigans which is something to remember if you get a low juggle].Now yes the move can be TCered out of but dont worry too much.The backblast can literally cover your ass and some larger characters like Shenron get hit just because of their large hitbox.On paper you go down 1 bar but if you comboed into it you probably are slightly ahead on ki anyways so it can even out while they lose more fatigue.The biggest problem Goten has is that his 2 bar combos usually wont cause enough damage to fatigue in any reasonable amount of time for a re-dizzy combo.You can come close but you cant touch of death even as well as Cooler who can only land 2 full chains before his ultimate to fatigue

Guard breaks and then some

or how to have TV problems preventing you from playing since September then having a brutal semester and just not finishing this thing.Ill be back to edit this section when i re-test all Gotens guard breaks which IIRC were less than spectacular
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Post by lordantonius Mon Dec 12, 2011 8:04 pm

I've recently tried him out and still am. I like him hes not that bad. Good stuff Cap.
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