Gotenks is a being born from the Fusion Dance of Goten and Trunks. He is the first successful transformation of such kind. A self-proclaimed “Grim Reaper of Justice,” he fights the opponents in his flamboyant way.Know more
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The chart shows this character's most frequent matchups, and also the most favorable ones based on win rate.
Matchups based on at least on 50 games.
Most played vs:
Gotenks came into existence as a fusion between Goten and Trunks. Goku originally taught them the way to use Fusion Dance to transform into a single being of immense strength to fight powerful enemies otherwise out of the heres’ league. While similar to Kefla, Potara fusion of Kale and Caulifla, Fusion Dance is a special fusion through the fusees’ fingertips.
The first time Goten and Trunks tried this fusion was in a bid to defeat powerful Majin Buu and then Super Buu, but since then they sometimes transform into Gotenks when fighting various opponents.
Personality-wise, Gotenks features the traits of his fusees taken to the extremes. He is childish, arrogant, and immature. He is known to be mischievous and flamboyant, often giving his abilities some weird names or behaving erratically, thus wasting the precious transformation time. However, he ultimately fights for justice and what is right, even if his methods are sometimes misguided.
Gotenks thrives off of pressure. His moveset allows him to force the fights on his own terms, being up close and personal and forcing his opponents to sit in the block. He then has several mixup options to pry them open and deal massive amounts of damage. His small stature is also a boon – many essential combos of his opponents simply whiff on him, allowing him easy punishes. The downside is that his best options require meter usage, which can be suboptimal in many circumstances. One of his additional traits is Super Canceling – he is able to cancel many Special Moves one into another. This isn’t unique to him, but it boosts his overall power significantly.
1 Down Back
3 Down Forward
7 Up Back
9 Up Forward
A1 Z Assist 1
A2 Z Assist 2
5L - Standard poke with good recovery.
5LL - Great tool for mounting pressure.
5LLL - Has a blockstun that’s best canceled into specials.
5M - Use this in combos, not in neutral.
5H - One of the best normals. Great forward momentum, but is vulnerable to air attacks.
5S - Regular spammable poke.
2L - Great fast low, but not good in neutral because of range.
2M - His best forward momentum option, yet still incredibly unsafe in neutral.
2H - Lasting hitbox makes this a good anti-air, anti-superwash, and anti-vanish tool. Whiffs hard if misused.
6M - Just an overhead.
j.L - Incredible air-to-air, can start mounting pressure from it.
j.M - Mainly a mixup tool, but also beats the guys who jump higher.
j.H - Great hitbox and speed, brings him down quick and allows him to start mixing it up.
j.S - Self-pushback with a forward roll.
j.2H - Crucial combo extender.
236L/M/H - Miracle Super Punch
214L/M/H - Great Special Rolling Kick
j.214L/M/H - Air Great Special Rolling Kick
236S - Vengeful Shout
214S - Galactic Donuts
j.214S - DIE DIE Missile Barrage
Miracle Super Punch
236L+M or 236H+S - Super Ghost Kamikaze Attack
214L+M or 214H+S - Charging Ultra Volleyball