|caption=The best normal to end a Monopoly game with
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|image=GBA2_Dark_5WK.png
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|caption=The noise they make hurts more than their bite
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|caption=Go play with 'em, George!
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|image=GBA2_Dark_2WP.png
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|caption=ggs, shake my hand
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|image=GBA2_Dark_2SP.png
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|caption=Best normal in the game
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|caption=When you're too lazy to anti-air yourself
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|caption=Where do all of these even come from?
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|caption=The damage on this would surprise you
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|caption=Best normal in the game, now in the air too
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|caption=When you think it couldn't get any weirder, piranha feet
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|caption=You are not safe trying to get under him
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== Special Moves ==
== Special Moves ==
Revision as of 07:41, 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
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?
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"
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.