 How's it going everybody? DatoDoy here with another Dragon Ball Fighters video, and this time around we're going to be talking about how Go-Tanks, a character who started off unrecognized and slowly rose up to become one of the best characters in the game, went on to win one of the most important Dragon Ball Fighters tournaments to this day. To give a little more context as to why this event in particular was so important, this was actually the final event for the World Tour Finals for Dragon Ball Fighters. To even get into this tournament, players would have to travel across the globe and participate in many events just for a chance to win a Dragon Ball, granting them access to compete here. So in a lot of ways the grand finals for this event was the culmination of each of these players' career playing Dragon Ball Fighters for the past year, these players being Kazunoko and Fenrich, Kazunoko of course being the one that we're going to focus on today. Now we have covered how he goes about playing the game before on this channel, of course back then his team used to be Kid Buu on point, Adult Gohan in the middle slot, and then Yamcha in the anchor position. But after some nerfs to Kid Buu as well as new things being discovered for Gotenks, he was swiftly replaced. I do think it's important to talk about his old team, at least for a little bit, just to get an idea of how he usually likes to go about playing. So in the last video we discussed that we would use Kid Buu to get in very fast, as well as following up with his Adult Gohan assist to make sure they're blocking, as well as his Yamcha assist to enable Kid Buu to get some of those dirtier mixups. So obviously after the nerfs Kazunoko needed to find another character that could fulfill this role, but also maybe bring something else to the table. This is where who I feel the MVP of his team comes in, Gotenks. His approach to the game is still largely the same. Run Gotenks on point, abuse those assists to make sure the opponent is blocking, and do your best to get in at least one hit. If you succeeded that, if you can get him into the corner with one bar, that's where you see the true strength of Gotenks come out in the form of his Ghost Okie. Okie, by the way, refers to pressuring the opponent while they are getting up after being knocked down. And it just so happens that Gotenks' Super Ghost Kamikaze attack is especially adept at doing just that. This is because you can spend a bar to use this super move, creating four ghosts that you can individually control. Use it at a proper distance, and the opponent will be forced to block the first one, allowing you enough time to jump in and start pressuring him, while calling upon other ghosts to make sure he stays locked down in between your block strings. And not only do they do that, they also explode on contact with the opponent, creating some additional debris, making it a little harder to see. And I get it, I know that point sounds dumb, but when you're dealing with the best of the best, anything you can do to make them misjudge where you're going to hit them next is a great positive. So now that we've explained Kazunoko's team and its base game plan, let's take a look at what it looks like when everything goes according to plan. You can see here Fenrich has just reset the bracket against Kazunoko, meaning this is the first game of the last set of the tournament. As soon as the game starts, both players waste no time in jumping back, the safest approach to starting a game, it allows you to get a look at what your opponent's going to do, but immediately after that Kazunoko waste no time and immediately goes for the Superdash. And now that Fenrich has blocked this Superdash, it's at this point where things are going to start getting a little crazy. Notice how the Superdash hit a blocking opponent in the air, because of this Kazunoko chooses to opt for Gohan's uppercut assist. After the initial hit of the Superdash, the uppercut keeps him busy just long enough for Kazunoko to get Gotenks back in there and asserting some more block pressure. And this is where conditioning comes into play. Now they're both back on the ground, Kazunoko still has that Yamcha assist available to him. And there will be some times where he'll call it out in these exact situations, looking to get a counter hit situation or just a favorable trade. Fenrich of course has played a lot of games with Kazunoko, he's not exactly new to this, he knows that's an option, so he opts to block. Unfortunately the fear of the Yamcha assist is also just a part of the mix up, allowing Kazunoko to go for an unchallenged Dragonrush here. And it's here where the Dragonrush lands, even though he only has a small amount of bar, a Dragonrush is enough to give you one, and that's enough for Gotenks to get started. And so Gotenks gets those ghosts up and running. So that is basically the nutshell version of how Kazunoko likes to go about playing when Gotenks is on the field. When Gotenks is off the field though, it's very much a different story. Usually in these situations when he wants to switch out Gotenks for whatever reason, he will most of the times do it with Gohan instead of Yamcha of course. Yamcha pretty much never leaves that anchor slot, unless of course he's required for a DHC kill, or maybe a very important guard cancel to get out of a certain setup, but otherwise it's just going to be Gotenks switching into Gohan. And there is a very important reason for that as well, and it's because Gohan is also very capable in his own way of using both Gotenks and Yamcha's assist. Yamcha's assist is used pretty much the same for both Gohan and Gotenks, but Gotenks' assist is a double-hitting move that both tracks the opponent and keeps them locked down for a very short amount of time. This period of time and because it hits twice is just enough for Gohan to use his Fastfall in certain mixups, and this is something that Kazunoko really likes to do. You will see a lot of examples of him calling out the donut, seeing that his opponent is going to respect it, and then jumping to make them fear the cross-up. Of course there will be times when he goes for that cross-up and hits them overhead, he will also go for the cross-up, Fastfall, into a light hitting low, or his most popular option, or at least the one I've seen, is he'll just jump up, Fastfall immediately, and then go for the very quick low. Of course not every Gotenks assist is going to hit in this perfect way, but even when the first hit isn't respected by the opponent, the fact that it hits a second time can be very good for getting some unconventional combo starters. You'll see in this clip here Vegeta doesn't respect the donut, dodges the first hit, but unfortunately gets caught by the explosion, and obviously that's very good for Kazunoko. And so that's pretty much it for Gotenks as an assist as well. We've covered what he does good on point, and both as an assist, and I just want to throw in some other small tidbits of the game that Gotenks is really good at that Kazunoko sometimes abuses. For starters he has a great Keyblast and Beam game, he has the fastest Beam in the game, he can also be cancelled for more mixup opportunities, he has a wide variety of Keyblasts that he can use in the neutral from different angles, as well as having access to his EX spinning kick, which is just a huge overpowering hitbox that will really eat up a lot of moves if you're not very careful in what you're using to counter this. Most of the times in a scramble situation when the opponent is just getting really random, Kazunoko will opt to just spend a bar with Gotenks, start spinning, and try to reposition himself from there. At best his opponent will get hit by it, maybe Kazunoko will spend a vanish, but even if it doesn't and Kazunoko just uses it to calm the storm in a sense, that is still very much a bar well spent. And that is strictly because his playstyle is very much a control oriented style, he really doesn't want to be taking too many engagements unless it's on his terms, unless he can start that mixup or hit that super dash into a block stun, he really doesn't want to be trading any blows. But that pretty much wraps it up for me, Kazunoko of course did go on to win this tournament and take home the super slick trophy of Shenron and it was in no small part thanks to Gotenks, of course his other characters did help, but I do feel like I said in the beginning that Gotenks was the MVP of this team. Make sure to let me know your thoughts on Kazunoko's team slash playstyle down in the comments as well as what you thought of this video. While you're down there if you did enjoy and you want to stick around to the channel make sure to hit the like button and subscribe we will be doing more analysis on this type of stuff in the future as well as just more content around Dragon Ball Fighter season 2 and all sorts of other good fighting game stuff. If any of that interests you like I said make sure to subscribe but also check out the videos up on your screen right now because I have made some other stuff like that and maybe one of those will catch your eye. Once again though thank you so much for watching this video it was a lot of fun to make. I'm Datsudoya, I'll see you in the next one.