Gundam: Battle Assault 2/Dark: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
 
(13 intermediate revisions by 2 users not shown)
Line 4: Line 4:
<div style="margin-left: 20px; margin-bottom: 20px">
<div style="margin-left: 20px; margin-bottom: 20px">
<youtube>
<youtube>
Link to their youtube tutorial
https://www.youtube.com/watch?v=FCa4XXIUdaU
</youtube>
</youtube>
</div>
</div>
Line 12: Line 12:
|content1=
|content1=
== Introduction ==
== Introduction ==
Paragraph introducing the character and what they do.
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''': The general fighting game archetype the character belongs to.
'''Archetype''': Fuck you.


{{ProConTable|width=100
{{ProConTable|width=100
|pros=
|pros=
* '''Pro''': Something good this character does.
* '''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=
* '''Con''': A weaknees of the character.
* '''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
}}
}}


Line 30: Line 36:
{{Content Box|header=Move list|content=
{{Content Box|header=Move list|content=
;Special Moves
;Special Moves
:XX - ''Special name'': Quick description of a special move.
: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 - ''Super name'': Quick description of their super.
:26X+X - ''Mechapocalypse'': 3 giant mechanical worms fly up while hitting the opponent multiple times
;Command Normals
:6X - ''Command normal name'': Quick description of the command normal.
}}
}}
|content2=
|content2=
{{Content Box|header=Stats & vitals|content=
{{Content Box|header=Stats & vitals|content=
*'''Damage Taken''' = How much damage they take, their armor.
*'''Damage Taken''' = 42.19% (SS+)
*'''Walk Speed''' = Their walk speed number, note if it's faster than normal.
*'''Walk Speed''' = 3
*'''Dash Speed''' = Their dash speed, note if it's faster than normal.
*'''Dash Speed''' = 5
*'''Button + Button action''' = Their defensive action, Spot Dodge or I-Field
*'''Button + Button action''' = None
*'''Backdash Type''' = What type of backdash they have, Hop, Thrusters, or None.
*'''Backdash Type''' = Thrusters
}}
}}
|content3=
|content3=
Line 56: Line 64:
|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
Line 64: Line 73:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = Describe the move and the uses it has.
   | 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.
   }}
   }}
}}
}}
Line 71: Line 80:
|image=GBA2_Dark_5SP.png
|image=GBA2_Dark_5SP.png
|hitbox=GBA2__5SP_Hitbox.png
|hitbox=GBA2__5SP_Hitbox.png
|caption=Caption
|caption=The best normal to end a Monopoly game with
|data=
|data=
   {{AttackData-GBA2
   {{AttackData-GBA2
Line 80: Line 89:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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.
   }}
   }}
}}
}}
Line 87: Line 96:
|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
Line 95: Line 105:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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.
   }}
   }}
}}
}}
Line 102: Line 112:
|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
Line 110: Line 121:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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.
   }}
   }}
}}
}}
Line 117: Line 128:
|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
Line 125: Line 137:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | description = Dark raises his arm and chops the opponent's... feet? Frankly, this normal is mostly useless, with no real reason to press it.
   }}
   }}
}}
}}
Line 132: Line 144:
|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
Line 140: Line 153:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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.
   }}
   }}
}}
}}
Line 147: Line 160:
|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
Line 155: Line 169:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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.
   }}
   }}
}}
}}
Line 162: Line 176:
|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
Line 170: Line 185:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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.
   }}
   }}
}}
}}
Line 177: Line 192:
|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
Line 185: Line 201:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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.
   }}
   }}
}}
}}
Line 192: Line 208:
|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
Line 200: Line 217:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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.
   }}
   }}
}}
}}
Line 207: Line 224:
|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
Line 215: Line 233:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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.
   }}
   }}
}}
}}
Line 222: Line 240:
|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
Line 230: Line 249:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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.
   }}
   }}
}}
}}
Line 237: Line 256:
|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
Line 245: Line 265:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = F
   | 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 ==
Line 254: Line 273:


{{MoveData
{{MoveData
|name='''Special 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
Line 267: Line 287:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = When there's only one version describe the move as a whole here.
   | 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='''Special 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
Line 285: Line 306:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = When there's only one version describe the move as a whole here.
   | 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='''Special 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
Line 302: Line 324:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = When there's only one version describe the move as a whole here.
   | 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='''Special 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
Line 319: Line 342:
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = When there's only one version describe the move as a whole here.
   | 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='''Special 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 = High/Low
   | guard = N/A
   | startup =  
   | startup =  
   | advHit =  
   | advHit =  
   | advBlock =  
   | advBlock =  
   | properties =  
   | properties =  
   | description = When there's only one version describe the move as a whole here.
   | 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='''Super 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=Funny and/or informative 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

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
  • 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
  • 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

All damage values were tested on characters with 100% damage taken

Character Summary

Move list

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
Stats & vitals

  • Damage Taken = 42.19% (SS+)
  • Walk Speed = 3
  • Dash Speed = 5
  • Button + Button action = None
  • Backdash Type = Thrusters
Quick combo reference

Basic BNB: Easy combo(s) for helping beginners.

Normal Moves

5WP
GBA2 Dark 5WP.png
Technically a head-level punch
Technically a head-level punch
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
5SP
GBA2 Dark 5SP.png
The best normal to end a Monopoly game with
The best normal to end a Monopoly game with
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
5WK
GBA2 Dark 5WK.png
The noise they make hurts more than their bite
The noise they make hurts more than their bite
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
5SK
GBA2 Dark 5SK.png
Go play with 'em, George!
Go play with 'em, George!
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
2WP
GBA2 Dark 2WP.png
ggs, shake my hand
ggs, shake my hand
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Dark raises his arm and chops the opponent's... feet? Frankly, this normal is mostly useless, with no real reason to press it.

Toggle Hitboxes
Toggle Hitboxes
2SP
GBA2 Dark 2SP.png
Best normal in the game
Best normal in the game
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
2WK
GBA2 Dark 2WK.png
When you're too lazy to anti-air yourself
When you're too lazy to anti-air yourself
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
2SK
GBA2 Dark 2SK.png
Where do all of these even come from?
Where do all of these even come from?
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
j.WP
GBA2 Dark jWP.png
The damage on this would surprise you
The damage on this would surprise you
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
j.SP
GBA2 Dark jSP.png
Best normal in the game, now in the air too
Best normal in the game, now in the air too
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
j.WK
GBA2 Dark jWK.png
When you think it couldn't get any weirder, piranha feet
When you think it couldn't get any weirder, piranha feet
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
j.SK
GBA2 Dark jSK.png
The first of many lasers this guy has to ruin your fullscreen life
The first of many lasers this guy has to ruin your fullscreen life
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
j.2SK
GBA2 Dark j2SK.png
You are not safe trying to get under him
You are not safe trying to get under him
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Lightning Strike
26P
GBA2 Dark 26P.png
Actually unironically the best move in Dark's arsenal, and in the whole game for that matter
Actually unironically the best move in Dark's arsenal, and in the whole game for that matter
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WX/SX - High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
Pummeling Barrage
626P
GBA2 Dark 626P.png
Psyco in SHAMBLES
Psyco in SHAMBLES
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WX/SX - High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
Multi-Aim Laser Cannons
24P
GBA2 Dark 24P.png
Holy shit this guy likes his lasers doesn't he
Holy shit this guy likes his lasers doesn't he
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WX/SX - High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
Thunder Field
626K
GBA2 Dark 626K.png
This move exists so you can beat the AI when they use it
This move exists so you can beat the AI when they use it
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WX/SX - High/Low - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes
Ultima Double Laser
624P
GBA2 Dark 6214P full.png
lmfao
lmfao
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WX/SX - N/A - - - - - -

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.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Mechapocalypse
26X+X
GBA2 Dark Super.png
This may be the appropriate time to mention that I have named every move in this list myself. You like it?
This may be the appropriate time to mention that I have named every move in this list myself. You like it?
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes

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

GBA2 Neue Ziel icon.png
Neue Ziel
(Even)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Big Zam icon.png
Big Zam
(Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Hydra icon.png
Hydra
(Disadvantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Epyon icon.png
Epyon
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Dark icon.png
Dark
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Psyco icon.png
Psyco
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Quin Mantha icon.png
Quin Mantha
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Acguy icon.png
Acguy
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Hygogg icon.png
Hygogg
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 GP-02A icon.png
GP-02A
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Gundam ZZ icon.png
Gundam ZZ
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Ball icon.png
Ball
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Zeong icon.png
Zeong
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Sazabi icon.png
Sazabi
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 RX-78 icon.png
RX-78
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Zaku II icon.png
Zaku II
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 V Gundam icon.png
v Gundam
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Zaku IIS icon.png
Zaku IIS
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Heavy Arms icon.png
Heavy Arms
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Sandrock icon.png
Sandrock
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Wing icon.png
Wing
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Deathscythe icon.png
Deathscythe
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Altron icon.png
Altron
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Tallgeese III icon.png
Tallgeese III
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Bolt icon.png
Bolt
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Dragon icon.png
Dragon
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Burning icon.png
Burning
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Maxter icon.png
Maxter
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Rose icon.png
Rose
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Master icon.png
Master
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Zeta icon.png
Zeta
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 The-O icon.png
The-O
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Qubeley icon.png
Qubeley
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
GBA2 Hamma Hamma icon.png
Hamma Hamma
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
  • Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
  • Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?

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.

Chains
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
Air Chains
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
Specials
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.
File:GBA2 X Ending.png
X's ending picture. Only add if they have one.


GBA2 Navigation

The Game
Getting Started
FAQ
HUD & UI
Links
The Battle System
Controls
Offense
Defense
Movement
Game Data
Neue Ziel
Big Zam
Hydra
Epyon
Dark
Psyco
Quin Mantha
Acguy
Hygogg
GP-02A
Gundam ZZ
Ball
Zeong
Sazabi
RX-78
Zaku II
ν Gundam
Zaku IIS
Heavy Arms
Sandrock
Wing
Deathscythe Hell
Altron
Tallgeese III
Bolt
Dragon
Burning
Maxter
Rose
Master
​Hidden Characters
Zeta
The-O
Qubeley
Hamma Hamma