Gundam: Battle Assault 2/Burning: Difference between revisions
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'''5WP xN > 2SP > Super''' | '''5WP xN > 2SP > Super''' | ||
:Due to '''5WP''''s hitbox making it a solid anti-air, it often sees use tagging aerial opponents who are near the ground. Not only that, but with its sheer speed, ability to self-cancel infinitely, and its good range, you could see yourself chaining as | :Due to '''5WP''''s hitbox making it a solid anti-air, it often sees use tagging aerial opponents who are near the ground. Not only that, but with its sheer speed, ability to self-cancel infinitely, and its good range, you could see yourself chaining as many as '''7''' of these before going for a '''2SP''' into Super. The damage is not as great as one would like to be due to the heavy scaling from the jabs, but it's still not only an excellent confirm when the situation arises, but a hilarious one at that. | ||
=== Aerial combos === | === Aerial combos === |
Revision as of 12:50, 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 Tall characters hate this Tall characters hate this
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Toggle Hitboxes Toggle Hitboxes
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5SP Guilty Gear 6P, is that you? Guilty Gear 6P, is that you?
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5WK Toe tap Toe tap
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5SK If this hit you, you just lost a bar If this hit you, you just lost a bar
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2WP Below the belt Below the belt
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2SP Super incoming, due immediatelly Super incoming, due immediatelly
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2WK Little bit of a tap Little bit of a tap
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2SK Don't forget he has this Don't forget he has this
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j.WP The people's elbow, Burning edition The people's elbow, Burning edition
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j.SP To the ground you go To the ground you go
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j.WK They told me to pick a character that plays footsies, so I did They told me to pick a character that plays footsies, so I did
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j.SK Slow but effective and reliable Slow but effective and reliable
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Command Normals
Knee Kick j.2WK Not even Burning knows which side it'll hit on Not even Burning knows which side it'll hit on
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High Kick j.2SK Style on 'em Style on 'em
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Special Moves
Vulcan Guns 26P (Air OK) Don't let him trick you, he's trying to combo into super with this Don't let him trick you, he's trying to combo into super with this
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Burning Finger 24P (Air OK) But it's the whole palm... But it's the whole palm...
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Tenkyoken 426P (Air OK) Sadly not as good as hadouken Sadly not as good as hadouken
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Burning Finger Sword 624P If you get hit by this, you deserved it If you get hit by this, you deserved it
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Burning Finger Uppercut 626P Pierce the heavens Pierce the heavens
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Heat End 264P Super incoming in 3... 2... 1... Super incoming in 3... 2... 1...
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Jumping Knee 626K (Air OK) Did he really need this? Of course he did. Did he really need this? Of course he did.
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Burning Dash 24K (Air OK) You will learn to hate this You will learn to hate this
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Super Move
Sekiha Tenkyoken 26X+X One for each health bar One for each health bar
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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
5WP and 2WP are interchangeable in most cases.
Midscreen
5WP > 5WP > 5SP > 5SK
- Standard confirm if you don't want to end with a Super, usually done if you've dealt a lot of damage through stray hits and using a Super wouldn't be worth it as the opponent is near overheating.
2WP > 2WP > 2WP > 2SP > Super
- The easiest way to combo into Super. Damage isn't impressive as these normals are a bit weak and scale a lot, but it's reliable as it hits from quite a bit of distance away from the opponent. It's also the most consistent way of comboing into Super when you hit an aerial opponent.
2WP > 2WP > 5WK > Super
- Alternative, lower damage route, used to combo into Super against specific characters that have awkward hurtboxes while crouching, like Dragon and Hygogg, where comboing into 2SP would normally whiff.
2WP > 2WP > 5SP > Super
- The route you should go for when you want damage, thanks to 5SP dealing both high damage and having really good scaling. Will whiff if too far from the opponent and against specific crouching opponents, but otherwise it's the best confirm you can usually get.
2WP > 5SP > 5SK > Super
- Character-specific route that deals even more damage than the one above. This often takes a whole bar of HP due to 5SP and 5SK BOTH dealing high damage and having great scaling, so against characters where this works, it's prefereable to use it for the better reward.
24P > Super
- A simple special cancel from Burning Finger into Super. Nothing remarkable about it, but worth knowing it if you ever use a Burning Finger and it hits.
24P > 264P > Super
- Incredibily difficult special cancel of Burning Finger into Heat End, then into Super. Deals incredibly high damage if you pull it off, but Burning Finger into Heat End, despite being a genuine cancel, is practically frame perfect while having no buffer to help, so attempting it during a match runs a high risk of causing it to drop. The easiest way of trying this is with a throw starter near the corner, but either way, you have been warned about the risks.
Corner
2WP > 5SP > 5SK > Super
- The same route found above, but near the corner it will work on a few additional characters.
Ground-to-air
5WP xN > 2SP > Super
- Due to 5WP's hitbox making it a solid anti-air, it often sees use tagging aerial opponents who are near the ground. Not only that, but with its sheer speed, ability to self-cancel infinitely, and its good range, you could see yourself chaining as many as 7 of these before going for a 2SP into Super. The damage is not as great as one would like to be due to the heavy scaling from the jabs, but it's still not only an excellent confirm when the situation arises, but a hilarious one at that.
Aerial combos
jWK > jSK > j626K
- Meterless combo off of jWK starter, used often as an air-to-air confirm, although it also works on air-to-ground. Deals solid damage and causes a knockdown without requiring meter. Two of these plus any stray hit and/or vulcans should cause an overheat on most opponents, allowing you to keep a spare Super in stock for future confirms.
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
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Strategy | 0/25 | ||
Combos | 0/16 | ||
Matchups | 0/34 |