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Gotenks is one of the few characters with a legitimate chip game in DBFZ. With the help of assists, he can loop through pressure sequences while doing considerable blue damage. All mixups during these sequences must be timed so that crossup protection is disabled while still being able to counter reversal buttons. Though high/low mixups are never protected so no worries there. When done correctly, the only reliable options to use during these frame traps are reflect and invincible reversals(both of which can be baited.) Guard cancel can be risky as well because, as long as Gotenks did not whiff his last button, he can always cancel into the counter of his choice(whether that's 2H, 214H, lvl 3, or whatever is up to the situation.) Yamcha and 16 are the best for running this game plan because they maintain standing state on hit. Yamcha provides access to ghost cancels and spirit ball conversions while 16 adds to the overall chip damage done during loops. Definite shades of Strider/Doom here... Follow me on twitter and all that jazz: / coinjamtv