Gundam: Battle Assault 2/Burning: Difference between revisions
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== Strategy == | == Strategy == | ||
=== Neutral === | === Neutral === | ||
Burning has what is potentially the most straightforward gameplan in the entire cast; get in, hit your opponent with a button, then combo into Super for massive damage. His primary tool for that is his invincible command dash, '''Burning Dash (24K)''', which grants him frame 1 full invincibility while moving him forward, and that can be canceled into any of his other attacks, although doing so will remove his invincibility frames. On the ground, Burning can use it to completely bypass most attacks from his opponents, getting right in front of their faces and punishing their recovery with his fast '''2WP''' jab or his high-damaging '''5SP''' uppercut. that alone would have been strong enough, but for whatever reason, he can also use Burning Dash in the air, and canceling into '''jWK''' while doing so will LAUNCH Burning forward with a large amount of momentum, all while sticking out a huge, extremely active hitbox granted by the '''jWK'''. Should that button hit, depending on the height, he will be able to link it into '''2WP > 5SP''', which can cancel into Super and probably delete a bar. | |||
It doesn't get much simpler than this; choose your approach avenue -land or air-, dash into them and, well, beam their ass. Trust me, it feels good. | |||
Alternatively, if you wanna be cheeky and not risk an approach, you can shoot some '''26P''' vulcans. If they connect, Burning can link into his Super quite easily because why shouldn't he be able to, right? | |||
=== Offense === | === Offense === | ||
So, if Burning's neutral is all about getting in, then what do you do when you finally do get in and make the opponent block? Let's preface this by making it clear: Burning's mixup is well below average, as his unblockable is one of the absolute worst in the game and he has no fast overheads to work with. His way of opening opponents up is through pressure, using his very fast and safe jabs to bully opponents endlessly, hoping they either mess up by pressing at the wrong time, dodge up so you can cross under them with Burning Dash, or by making them respect so much that you can sneak in a throw. In other words, don't worry too much about actually opening people up; they will do that for you so long as you keep them under the stress of never-ending jab pressure. | |||
===Defense=== | |||
A character with this good neutral and offense shouldn't have good defense, but a frame 1 invincible dash '''(24K)''' AND a frame 1 DP with '''Jumping Knee (626K)''', Burning doesn't care about such silly rules. Whenever Burning feels threated, he can choose to either Burning Dash through the opponent's pressure to sneak in a hit of their own, use Jumping Knee to hit them in the face and get them off, OR spot dodge up then use Burning Dash to zoom away to a safer position. This guy is not lacking in options at all. | |||
=== Additional Resources === | === Additional Resources === |
Revision as of 11:22, 14 May 2024
Introduction
Burning is an asshole. You run at people, hit them a few times, then beam their ass. If they somehow live it you're probably just gonna chip'em out anyways. This dude has an invincible command dash that's air OK, so keeping him out is a chore. Hope your buttons whiff cancel or have low recovery. And even then he can cancel it into DP. If he hits you, his super is one of the best in the game and will probably take a stock. Thankfully, his mixup isn't anything special although it's definitely not the worst in the game, trying to find when to interrupt his pressure is difficult and if he catches you slacking he'll grab you into full combo.
Archetype: Rushdown
Strengths | Weaknesses |
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All damage values were tested on characters with 100% damage taken
Character Summary
- Special Moves
- 26P (Air OK) - Vulcan Guns: Ammo attack, varies with button strength. Shoots small, fast projectiles.
- 24P (Air OK) - Burning Finger: Charging multi-hit punch.
- 426P (Air OK) - Tenkyoken: Hadouken-esque projectile that doesn't go full screen but has high priority.
- 624P - Burning Finger Sword: Slow and short ranged unblockable.
- 626P - Burning Finger Uppercut: Short range punch into burning finger, high damage combo ender.
- 264P - Heat End: Hit grab that does a ton of damage and can be canceled into other specials for combos.
- 626K (Air OK) - Jumping Knee: Invincible DP.
- 24K (Air OK) - Burning Dash: Invincible forward dash that can cancel into normals or specials, excellent in neutral, pressure and defense. Can't be canceled into.
- Super
- 26X+X - Sekiha Tenkyoken: Big and fast beam super, excellent for combos and punishes.
- Command Normals
- j.2WK - Knee Kick: Divekick, good for overhead mixups.
- j.SK - High Kick: Upwards flying kick.
- Damage Taken = 93.75% (A+)
- Walk Speed = 3
- Dash Speed = 6
- Button + Button action = Spot Dodge
- Backdash Type = Hop
Basic BNB: 5WP > 5WP > 5SP > 5SK
Normal Moves
5WP
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Toggle Hitboxes Toggle Hitboxes
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5SP
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Toggle Hitboxes Toggle Hitboxes
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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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Command Normals
Knee Kick
j.2WK |
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Toggle Hitboxes Toggle Hitboxes
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High Kick
j.2SK |
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
Vulcan Guns
26P (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Burning Finger
24P (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Tenkyoken
426P (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Burning Finger Sword
624P |
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Toggle Hitboxes Toggle Hitboxes
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Burning Finger Uppercut
626P |
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Toggle Hitboxes Toggle Hitboxes
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Heat End
264P |
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Toggle Hitboxes Toggle Hitboxes
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Jumping Knee
626K (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Burning Dash
24K (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Super Move
Sekiha Tenkyoken
26X+X |
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Neutral
Burning has what is potentially the most straightforward gameplan in the entire cast; get in, hit your opponent with a button, then combo into Super for massive damage. His primary tool for that is his invincible command dash, Burning Dash (24K), which grants him frame 1 full invincibility while moving him forward, and that can be canceled into any of his other attacks, although doing so will remove his invincibility frames. On the ground, Burning can use it to completely bypass most attacks from his opponents, getting right in front of their faces and punishing their recovery with his fast 2WP jab or his high-damaging 5SP uppercut. that alone would have been strong enough, but for whatever reason, he can also use Burning Dash in the air, and canceling into jWK while doing so will LAUNCH Burning forward with a large amount of momentum, all while sticking out a huge, extremely active hitbox granted by the jWK. Should that button hit, depending on the height, he will be able to link it into 2WP > 5SP, which can cancel into Super and probably delete a bar. It doesn't get much simpler than this; choose your approach avenue -land or air-, dash into them and, well, beam their ass. Trust me, it feels good. Alternatively, if you wanna be cheeky and not risk an approach, you can shoot some 26P vulcans. If they connect, Burning can link into his Super quite easily because why shouldn't he be able to, right?
Offense
So, if Burning's neutral is all about getting in, then what do you do when you finally do get in and make the opponent block? Let's preface this by making it clear: Burning's mixup is well below average, as his unblockable is one of the absolute worst in the game and he has no fast overheads to work with. His way of opening opponents up is through pressure, using his very fast and safe jabs to bully opponents endlessly, hoping they either mess up by pressing at the wrong time, dodge up so you can cross under them with Burning Dash, or by making them respect so much that you can sneak in a throw. In other words, don't worry too much about actually opening people up; they will do that for you so long as you keep them under the stress of never-ending jab pressure.
Defense
A character with this good neutral and offense shouldn't have good defense, but a frame 1 invincible dash (24K) AND a frame 1 DP with Jumping Knee (626K), Burning doesn't care about such silly rules. Whenever Burning feels threated, he can choose to either Burning Dash through the opponent's pressure to sneak in a hit of their own, use Jumping Knee to hit them in the face and get them off, OR spot dodge up then use Burning Dash to zoom away to a safer position. This guy is not lacking in options at all.
Additional Resources
Links to any additional resources, delete category if there are none.
Combos
Midscreen
5WP > 5WP > 5SP > 5SK
- Damage. Combo desc.
Corner
Combo Example
- Damage'. Combo desc.
Matchups
Overall
His general matchup spread, how good is he across the board. Does he have weaknesses against an archetype? Does he do especially well against a group?
Specific Matchups
Neue Ziel [Character Page] |
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Big Zam [Character Page] |
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Hydra [Character Page] |
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Epyon [Character Page] |
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Dark [Character Page] |
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Psyco (Disadvantage) [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 (Advantage) [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 (Even) [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
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 --------------------------------------- j.2WK | | | | | j.2SK | | | | | Specials --------------------------------------- 26WP | | | | | 26SP | | | | | 24P | | | | | 426P | | | | | 624P | | | | | 626P | | | | | 264P | | | | | 626K | | | | | ?F~?F Invincible 24K | | | | | ?F~?F Invincible Super --------------------------------------- 26X+X | | | | | ?F~?F invincible
Chain Table
WP | WK | SP | SK | Special Cancel | |
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5WP | 5WP[+], 2WP[+] | 5WK, 2WK | 5SP, 2SP | 5SK, 2SK | Yes |
2WP | 5WP[+], 2WP[+] | 5WK, 2WK | 5SP, 2SP | 5SK, 2SK | Yes |
5WK | - | - | - | 5SK, 2SK | Yes |
2WK | - | - | - | 5SK, 2SK | Yes |
5SP (Second Hit Only) | - | 2WK | - | 5SK, 2SK | Yes |
2SP | - | - | - | 5SK, 2SK | Yes |
5SK | - | - | - | - | Yes |
2SK | - | - | - | - | No |
WP | WK | SP | SK | Special Cancel | |
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j.WP | - | j.WK, j.2WK | j.SP | j.SK, j.2SK | Yes |
j.WK | - | - | j.SP | j.SK, j.2SK | Yes |
j.2WK | - | - | j.SP | j.SK, j.2SK | No |
j.SP | - | - | - | j.SK, j.2SK | Yes |
j.SK | - | - | - | - | Yes |
j.2SK | - | - | - | - | Yes |
Cancel Options | |
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24P | 426P, 626P, 264P, 626K |
264P | 26P, 24P, 426P |
- Burning Finger Sword and Burning Dash cannot be special canceled into.
- X = X is available on hit
- X[+] = X is available on hit, block, or whiff
Trivia
- Trivia
Burning Wiki Roadmap
0% complete | |
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Page | Completed | To-do | Score |
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0/25 | |||
Strategy | 0/25 | ||
Combos | 0/16 | ||
Matchups | 0/34 |