Gundam: Battle Assault 2/Dark: Difference between revisions
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https://www.youtube.com/watch?v=FCa4XXIUdaU | |||
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|content1= | |content1= | ||
== Introduction == | == Introduction == | ||
The undisputed boss of GBA2. Let's not mince words here: Dark Gundam is overpowered beyond imagination. If you think you've seen enough bullshit in this game, Dark is there to show you the rabbit hole goes deeper. This guy has everything you could possibly want, from permanent hyper armor that makes his attacks impossible to interrupt to extremely powerful unblockables that reach fullscreen. He has moves for any part of the screen, active frames to catch anyone trying to avoid his attacks, tools to deal with Dodge and I-field users, damage to beat the mobile armors in DPS races and just enough mobility to catch your ass trying to escape. There is NO parole with this guy. If you're lucky, he will maul you with his array of unblockables and high damage moves to make your death quick. If you're unlucky, he will wait for you to make the first move, giving you the hope that the match might be winnable, before showing you he has a tool made specifically for the purposes of ending your entire career. | |||
Dark isn't here to play around; he's here to kick ass and chew bubblegum, and he ran out of bubblegum as soon as the game was released. | |||
'''Archetype''': | '''Archetype''': Fuck you. | ||
{{ProConTable|width=100 | {{ProConTable|width=100 | ||
|pros= | |pros= | ||
* ''' | * '''Permanent Hyper Armor''': He can do whatever he wants and you have to hold it, and unlike Neue Ziel and Big Zam, he can still block if he wants to | ||
* '''Fullscreen unblockables''': It's ok, it's only ''horizontally'' fullscreen | |||
* '''Higher damage than you''': Yeah, you read that right | |||
* '''Large number of active frames''': Half the stuff this guy does is a chore to evade because they're active forever and have very little proper recovery | |||
* '''Adaptove toolbox''': It doesn't matter what the situation is, he can deal with it | |||
|cons= | |cons= | ||
* ''' | * '''Large hurtbox''': If nothing else, he's at least a big target | ||
* '''No defensive action''': Dark can neither Dodge nor I-field, so he can be forced to take heavy chip damage from some Supers | |||
}} | }} | ||
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{{Content Box|header=Move list|content= | {{Content Box|header=Move list|content= | ||
;Special Moves | ;Special Moves | ||
: | :26P - ''Lightning Strike'': Lightning web that lingers for a second before disappearing. | ||
:626P - ''Pummeling Barrage'': Dark hits the opponent 6 times with his fists | |||
:24P - ''Multi-Aim Laser Cannons'': 3 lasers aimed at the opponent | |||
:626K - ''Thunder Field'': Dark surrounds himself in an electric field that hits multiple times | |||
:624P - ''Ultima Double Laser'': A double horizontal unblockable laser | |||
;Super | ;Super | ||
:26X+X - '' | :26X+X - ''Mechapocalypse'': 3 giant mechanical worms fly up while hitting the opponent multiple times | ||
}} | }} | ||
|content2= | |content2= | ||
{{Content Box|header=Stats & vitals|content= | {{Content Box|header=Stats & vitals|content= | ||
*'''Damage Taken''' = | *'''Damage Taken''' = 42.19% (SS+) | ||
*'''Walk Speed''' = | *'''Walk Speed''' = 3 | ||
*'''Dash Speed''' = | *'''Dash Speed''' = 5 | ||
*'''Button + Button action''' = | *'''Button + Button action''' = None | ||
*'''Backdash Type''' = | *'''Backdash Type''' = Thrusters | ||
}} | }} | ||
|content3= | |content3= | ||
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|image=GBA2_Dark_5WP.png | |image=GBA2_Dark_5WP.png | ||
|hitbox=GBA2__5WP_Hitbox.png | |hitbox=GBA2__5WP_Hitbox.png | ||
|caption=Technically a head-level punch | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Dark leans forward and punches the opponent at a... questionable height. Perhaps the only standard attack in Dark's entire arsenal, being unremarkable in most ways. Press it whenever you wanna pretend you're playing a normal character. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_5SP.png | |image=GBA2_Dark_5SP.png | ||
|hitbox=GBA2__5SP_Hitbox.png | |hitbox=GBA2__5SP_Hitbox.png | ||
|caption= | |caption=The best normal to end a Monopoly game with | ||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = A two-hit desk slam. The two hits don't even combo into themselves, the damage is pitiful and the recovery is atrocious. It's not even an overhead, despite it looking like one, making it difficult to justify ever pressing this. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_5WK.png | |image=GBA2_Dark_5WK.png | ||
|hitbox=GBA2__5WK_Hitbox.png | |hitbox=GBA2__5WK_Hitbox.png | ||
|caption=The noise they make hurts more than their bite | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Dark summons tiny worms that lunge forward. Pressing 6WK will make them spawn farther away from Dark, but otherwise the move is identical. Can be used to interrupt the opponent's attempt at... doing anything in the ground, really, since the worms come out rather quickly and Dark doesn't have that much recovery to stop him from spamming it. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_5SK.png | |image=GBA2_Dark_5SK.png | ||
|hitbox=GBA2__5SK_Hitbox.png | |hitbox=GBA2__5SK_Hitbox.png | ||
|caption=Go play with 'em, George! | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Dark summons a big worm that tackles the opponent. This guy will nom nom some projectiles on the way, but not all of them, and only if they are close to the ground. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_2WP.png | |image=GBA2_Dark_2WP.png | ||
|hitbox=GBA2__2WP_Hitbox.png | |hitbox=GBA2__2WP_Hitbox.png | ||
|caption=ggs, shake my hand | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Dark raises his arm and chops the opponent's... feet? Frankly, this normal is mostly useless, with no real reason to press it. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_2SP.png | |image=GBA2_Dark_2SP.png | ||
|hitbox=GBA2__2SP_Hitbox.png | |hitbox=GBA2__2SP_Hitbox.png | ||
|caption=Best normal in the game | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Ok, NOW we're talking. A fast, incredibly active, high damaging multi-hitting body tackle that knocks the opponent down on hit. This normal is an actual crime; due to the fast startup, low recovery and ridiculous amount of active frames, added by the fact that it has low pushback on block, Dark can use this move both to pressure the opponent and to trade -and win- against almost every other attack in the game, and it knocks down on hit, allowing him to combo into his Super after a simple backdash. Furthermore, this move also pushes Dark's hurtbox forward by quite a bit, allowing him to evade attacks that would otherwise deal huge damage to him if connected fully, such as Big Zam's Super and Psyco's unblockable 624P attack. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_2WK.png | |image=GBA2_Dark_2WK.png | ||
|hitbox=GBA2__2WK_Hitbox.png | |hitbox=GBA2__2WK_Hitbox.png | ||
|caption=When you're too lazy to anti-air yourself | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Dark summons worms that fly upwards. There are better anti-air options available, but these are funny-looking so it's ok to use them. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_2SK.png | |image=GBA2_Dark_2SK.png | ||
|hitbox=GBA2__2SK_Hitbox.png | |hitbox=GBA2__2SK_Hitbox.png | ||
|caption=Where do all of these even come from? | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Dark summons a huge worm that dive forward right in front of him. The super lengthy recovery on this makes it hard to justify using it, but it does cause a lot of hitstop against armored enemies, dealing good damage to them in the process. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_jWP.png | |image=GBA2_Dark_jWP.png | ||
|hitbox=GBA2__jWP_Hitbox.png | |hitbox=GBA2__jWP_Hitbox.png | ||
|caption=The damage on this would surprise you | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = A lightning-covered punch. The smallest attack Dark can use in the air, and the recovery is bigger than it looks like, but the damage on this normal is nothing to scoff at. Still, '''j.SP''' exists and is better in almost every scenario instead. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_jSP.png | |image=GBA2_Dark_jSP.png | ||
|hitbox=GBA2__jSP_Hitbox.png | |hitbox=GBA2__jSP_Hitbox.png | ||
|caption=Best normal in the game, now in the air too | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = The aeriel version of '''2SP'''. Everything that was said about '''2SP''' applies to this move as well, in addition to the fact that this can also be used to chase opponents who try to get up from a knockdown by boosting upwards. Bring the opponents back to the ground or force them to spend even more meter to escape, which, against Dark, is an incredibly horrible idea for reasons that will become crystal clear once you reach the "Special Moves" section of this page. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_jWK.png | |image=GBA2_Dark_jWK.png | ||
|hitbox=GBA2__jWK_Hitbox.png | |hitbox=GBA2__jWK_Hitbox.png | ||
|caption=When you think it couldn't get any weirder, piranha feet | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Dark summons two mechanical piranhas from... as odd as this might sound... his feet. They fly forward to chomp at the opponent, dealing alright damage and bothering them for a moment. There's some lengthy recovery on this move, however, that may make Dark become vulnerable to Supers while using it. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_jSK.png | |image=GBA2_Dark_jSK.png | ||
|hitbox=GBA2__jSK_Hitbox.png | |hitbox=GBA2__jSK_Hitbox.png | ||
|caption=The first of many lasers this guy has to ruin your fullscreen life | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = A laser beam originating from Dark's feet. An aerial zoning option when you want to remind your opponent that Dark is not limited to only having strong options on the ground. | ||
}} | }} | ||
}} | }} | ||
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|image=GBA2_Dark_j2SK.png | |image=GBA2_Dark_j2SK.png | ||
|hitbox=GBA2__j2SK_Hitbox.png | |hitbox=GBA2__j2SK_Hitbox.png | ||
|caption=You are not safe trying to get under him | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = A double laser blast originating from both of Dark's feet. A way for Dark to blast opponents who think running under him is a good idea. Too bad, there are no good ideas against Dark Gundam. | ||
}} | }} | ||
}} | }} | ||
== Special Moves == | == Special Moves == | ||
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{{MoveData | {{MoveData | ||
|name=''' | |name='''Lightning Strike''' | ||
|input = 26P | |input = 26P | ||
|image=GBA2_Dark_26P.png | |image=GBA2_Dark_26P.png | ||
|hitbox=GBA2__XP_Hitbox.png | |hitbox=GBA2__XP_Hitbox.png | ||
|caption=Actually unironically the best move in Dark's arsenal, and in the whole game for that matter | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Dark shoots a lightning blast that moves forward before stopping and lingering for a while. This is arguably the best move in the entire game when you consider it exists on an armored character; it has really fast startup and unacceptably low recovery, a ton of active frames, good damage on a single hit, and decent chip damage on block. It lingers on the screen for a second just to spite the opponent, and there is no restriction as to how often Dark can use this -meaning he can spam it ad nauseum-, making it a low-commitment, high-rewarding special move. Against Dodge characters, he can use this for pressure until they waste their meter dodging and boosting away, making them susceptible to his unblockable. I-fielders face a different issue; deploying their I-field at a bad timing will allow Dark to react to it by pressing '''2SP''' instead, knocking them down and comboing into a Super for good damage. As for armored characters, he can keep a constant stream of these going for good damage, or, at any moment in the match where the opponent puts himself into some form of recovery, Dark can sneak in one of these for free damage. There is no overstating how impactful this move is in almost every matchup Dark plays. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=''' | |name='''Pummeling Barrage''' | ||
|input = 626P | |input = 626P | ||
|image=GBA2_Dark_626P.png | |image=GBA2_Dark_626P.png | ||
|hitbox=GBA2__XP_Hitbox.png | |hitbox=GBA2__XP_Hitbox.png | ||
|caption=Psyco in SHAMBLES | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = A flurry of punches that hits 6 times. At a glance, this special looks rather bad because of the short range and lengthy recovery on it, but this move has a very specific purpose - shredding through armored characters. For some reason, this move actually completely freezes armored opponents in place on hit, allowing Dark to deal high damage practically for free, since the opponent will be unable to retaliate due to the abnormal hitstop during the punches. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=''' | |name='''Multi-Aim Laser Cannons''' | ||
|input = 24P | |input = 24P | ||
|image=GBA2_Dark_24P.png | |image=GBA2_Dark_24P.png | ||
|hitbox=GBA2__XP_Hitbox.png | |hitbox=GBA2__XP_Hitbox.png | ||
|caption=Holy shit this guy likes his lasers doesn't he | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = A triple laser aimed at the opponent's general direction. The best part about this move is that the absurd tracking it has; it will chase opponents all the way up to a near 90 degrees angle, making it so that the only place safe in the entire screen is directly above Dark's position. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=''' | |name='''Thunder Field''' | ||
|input = 626K | |input = 626K | ||
|image=GBA2_Dark_626K.png | |image=GBA2_Dark_626K.png | ||
|hitbox=GBA2__XP_Hitbox.png | |hitbox=GBA2__XP_Hitbox.png | ||
|caption=This move exists so you can beat the AI when they use it | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Dark surrounds himself in an electric field that lasts a few seconds, destroying some projectiles that touch it. In no uncertain terms, this move is bad. The recovery is ''atrocious'', making Dark extremely vulnerable to ranged attacks during it. Yes, even though it can destroy several projectiles, it doesn't usually work against lasers or projectiles with high priority, and those tend to hurt the most. It forces a lot of hitstop against armored opponents, but even then, they will be able to recover and punish you with a Super to the face. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=''' | |name='''Ultima Double Laser''' | ||
|input = 624P | |input = 624P | ||
|image=GBA2_Dark_6214P_full.png | |image=GBA2_Dark_6214P_full.png | ||
|hitbox=GBA2__XP_Hitbox.png | |hitbox=GBA2__XP_Hitbox.png | ||
|caption=lmfao | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| version = WX/SX | | version = WX/SX | ||
| damage = | | damage = | ||
| guard = | | guard = N/A | ||
| startup = | | startup = | ||
| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = A horizontally fullscreen unblockable double laser. | ||
''A horizontally fullscreen'' | |||
''UNBLOCKABLE'' | |||
''Double laser.'' | |||
Yes, you read that right. Dark straight up decided it doesn't want to play around anymore, so it's going to deal damage to you whether you like it or not. This thing is freaking huge, has way more active frames than it ever had any right to, and it deals more damage than it ever should. I-fielders may not care much about it, as they can activate their I-field to become immune to this and attack Dark during it, but Dodge characters HATE this. It takes TWO dodges in a row to avoid being damaged by this thing because of how active it is, and even if you do dodge it, good luck convincing Dark that he shouldn't just do it again. | |||
}} | }} | ||
}} | }} | ||
== Super Move == | == Super Move == | ||
{{MoveData | {{MoveData | ||
|name=''' | |name='''Mechapocalypse''' | ||
|input = 26X+X | |input = 26X+X | ||
|image=GBA2_Dark_Super.png | |image=GBA2_Dark_Super.png | ||
|hitbox=GBA2__Super_Hitbox.png | |hitbox=GBA2__Super_Hitbox.png | ||
|caption= | |caption=This may be the appropriate time to mention that I have named every move in this list myself. You like it? | ||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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[[File:GBA2 X Ending.png|500px|thumb|left|X's ending picture. Only add if they have one.]] | [[File:GBA2 X Ending.png|500px|thumb|left|X's ending picture. Only add if they have one.]] | ||
<br clear=all> | <br clear=all> | ||
== GBA2 Navigation == | == GBA2 Navigation == |
Latest revision as of 12:50, 23 May 2024
Introduction
The undisputed boss of GBA2. Let's not mince words here: Dark Gundam is overpowered beyond imagination. If you think you've seen enough bullshit in this game, Dark is there to show you the rabbit hole goes deeper. This guy has everything you could possibly want, from permanent hyper armor that makes his attacks impossible to interrupt to extremely powerful unblockables that reach fullscreen. He has moves for any part of the screen, active frames to catch anyone trying to avoid his attacks, tools to deal with Dodge and I-field users, damage to beat the mobile armors in DPS races and just enough mobility to catch your ass trying to escape. There is NO parole with this guy. If you're lucky, he will maul you with his array of unblockables and high damage moves to make your death quick. If you're unlucky, he will wait for you to make the first move, giving you the hope that the match might be winnable, before showing you he has a tool made specifically for the purposes of ending your entire career. Dark isn't here to play around; he's here to kick ass and chew bubblegum, and he ran out of bubblegum as soon as the game was released.
Archetype: Fuck you.
Strengths | Weaknesses |
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All damage values were tested on characters with 100% damage taken
Character Summary
- Special Moves
- 26P - Lightning Strike: Lightning web that lingers for a second before disappearing.
- 626P - Pummeling Barrage: Dark hits the opponent 6 times with his fists
- 24P - Multi-Aim Laser Cannons: 3 lasers aimed at the opponent
- 626K - Thunder Field: Dark surrounds himself in an electric field that hits multiple times
- 624P - Ultima Double Laser: A double horizontal unblockable laser
- Super
- 26X+X - Mechapocalypse: 3 giant mechanical worms fly up while hitting the opponent multiple times
- Damage Taken = 42.19% (SS+)
- Walk Speed = 3
- Dash Speed = 5
- Button + Button action = None
- Backdash Type = Thrusters
Basic BNB: Easy combo(s) for helping beginners.
Normal Moves
5WP
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Toggle Hitboxes Toggle Hitboxes
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5SP
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5WK
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Toggle Hitboxes Toggle Hitboxes
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5SK
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Toggle Hitboxes Toggle Hitboxes
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2WP
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Toggle Hitboxes Toggle Hitboxes
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2SP
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Toggle Hitboxes Toggle Hitboxes
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2WK
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Toggle Hitboxes Toggle Hitboxes
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2SK
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Toggle Hitboxes Toggle Hitboxes
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j.WP
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Toggle Hitboxes Toggle Hitboxes
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j.SP
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Toggle Hitboxes Toggle Hitboxes
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j.WK
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Toggle Hitboxes Toggle Hitboxes
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j.SK
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Toggle Hitboxes Toggle Hitboxes
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j.2SK
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
Lightning Strike
26P |
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Toggle Hitboxes Toggle Hitboxes
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Pummeling Barrage
626P |
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Toggle Hitboxes Toggle Hitboxes
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Multi-Aim Laser Cannons
24P |
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Toggle Hitboxes Toggle Hitboxes
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Thunder Field
626K |
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Toggle Hitboxes Toggle Hitboxes
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Ultima Double Laser
624P |
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Toggle Hitboxes Toggle Hitboxes
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Super Move
Mechapocalypse
26X+X |
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
- Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
- Combo desc
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Specific Matchups
Neue Ziel (Even) [Character Page] |
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Big Zam (Advantage) [Character Page] |
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Hydra (Disadvantage) [Character Page] |
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Epyon [Character Page] |
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Dark [Character Page] |
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Psyco [Character Page] |
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Quin Mantha [Character Page] |
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Acguy [Character Page] |
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Hygogg [Character Page] |
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GP-02A [Character Page] |
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Gundam ZZ [Character Page] |
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Ball [Character Page] |
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Zeong [Character Page] |
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Sazabi [Character Page] |
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RX-78 [Character Page] |
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Zaku II [Character Page] |
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v Gundam [Character Page] |
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Zaku IIS [Character Page] |
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Heavy Arms [Character Page] |
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Sandrock [Character Page] |
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Wing [Character Page] |
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Deathscythe [Character Page] |
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Altron [Character Page] |
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Tallgeese III [Character Page] |
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Bolt [Character Page] |
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Dragon [Character Page] |
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Burning [Character Page] |
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Maxter [Character Page] |
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Rose [Character Page] |
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Master [Character Page] |
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Zeta [Character Page] |
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The-O [Character Page] |
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Qubeley [Character Page] |
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Hamma Hamma [Character Page] |
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Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
| Frames | Frame Advantage | Attack | Total | Startup | On Hit | On Block | Notes Normals --------------------------------------- 5WP | | | | | 5SP | | | | | 5WK | | | | | 5SK | | | | | 2WP | | | | | 2SP | | | | | 2WK | | | | | 2SK | | | | | j.WP | | | | | j.SP | | | | | j.WK | | | | | j.SK | | | | | Command Normals --------------------------------------- 6X | | | | | Specials --------------------------------------- XP | | | | | Super --------------------------------------- 26X+X | | | | | ?F~?F invincible
Chain Table
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
WP | WK | SP | SK | Special Cancel | |
---|---|---|---|---|---|
5WP | - | - | - | - | Yes/No |
2WP | - | - | - | - | Yes/No |
5WK | - | - | - | - | Yes/No |
2WK | - | - | - | - | Yes/No |
5SP | - | - | - | - | Yes/No |
2SP | - | - | - | - | Yes/No |
5SK | - | - | - | - | Yes/No |
2SK | - | - | - | - | No |
WP | WK | SP | SK | Special Cancel | |
---|---|---|---|---|---|
j.WP | - | - | - | - | Yes/No |
j.WK | - | - | - | - | Yes/No |
j.2WK | - | - | - | - | Yes/No |
j.SP | - | - | - | - | Yes/No |
j.SK | - | - | - | - | Yes/No |
j.2SK | - | - | - | - | Yes/No |
Cancel Options | |
---|---|
XP | XP, XK |
XP | XP, XK |
- Special Name (Input), Special Name (Input), and Special Name(Input) cannot be special canceled into.
- X = X is available on hit
- X[+] = X is available on hit, block, or whiff
Trivia
- Add any fun facts about the character worth noting.