| 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.
}}
}}
}}
}}
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| 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.
}}
}}
}}
}}
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| 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.
}}
}}
}}
}}
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| 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.
}}
}}
}}
}}
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| 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.
}}
}}
}}
}}
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
A horizontally fullscreen unblockable double laser.
A horizontally fullscreenUNBLOCKABLEDouble 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.
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?
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.