Gundam: Battle Assault 2/Gundam ZZ: Difference between revisions
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== Introduction == | == Introduction == | ||
Full Armor Double Zeta, piloted by Judau, is one of the strongest keep-away characters in the game. FAZZ's gameplan depends on wiping out bars of health with his gun, baiting opponents into approaches, and anti-airing with his 4SP, missile barrages, supers, and guns to keep any approaching opponent in a doozy. As one of the handful of I-Field characters in the game, FAZZ can nullify most projectile engagements outright, forcing his opponents to play close, and chase him, made only more difficult by his incredible health. As a keep-away character he will always want to be the one calling the shots, literally and figuratively, and making good use of his particle beam cannon (5SK and j.5SK) to harass his opponents. And in engagements he can throw out his 26K for invulnerability, as an effective punish move. Despite how strong his guns are, he can burn through them quick just by landing them, meaning it is advised you use his WP variation of the move, and to land all his shots, and preferably on characters with a lot of health to expand before they overheat. His normals game mostly consists around WP and pokes, meaning it will be hard to make up damage deficits without significant damage windows and one of his best air moves consists around his j.2WK knee drop attack. FAZZ works best as a ranged character, when he's on the run, he's on the gun. | Full Armor Double Zeta, piloted by Judau, is one of the strongest keep-away characters in the game. FAZZ's gameplan depends on wiping out bars of health with his gun, baiting opponents into approaches, and anti-airing with his 4SP, missile barrages, supers, and guns to keep any approaching opponent in a doozy. As one of the handful of I-Field characters in the game, FAZZ can nullify most projectile engagements outright, forcing his opponents to play close, and chase him, made only more difficult by his incredible health. As a keep-away character he will always want to be the one calling the shots, literally and figuratively, and making good use of his particle beam cannon (5SK and j.5SK) to harass his opponents. And in melee engagements he can throw out his 26K for invulnerability, as an effective punish move. Despite how strong his guns are, he can burn through them quick just by landing them, meaning it is advised you use his WP variation of the move, and to land all his shots, and preferably on characters with a lot of health to expand before they overheat. His normals game mostly consists around WP and pokes, meaning it will be hard to make up damage deficits without significant damage windows and one of his best air moves consists around his j.2WK knee drop attack. FAZZ works best as a ranged character, when he's on the run, he's on the gun. | ||
'''Archetype''': Keep Away / Poke & Tank | '''Archetype''': Keep Away / Poke & Tank |
Revision as of 12:45, 29 January 2023
Introduction
Full Armor Double Zeta, piloted by Judau, is one of the strongest keep-away characters in the game. FAZZ's gameplan depends on wiping out bars of health with his gun, baiting opponents into approaches, and anti-airing with his 4SP, missile barrages, supers, and guns to keep any approaching opponent in a doozy. As one of the handful of I-Field characters in the game, FAZZ can nullify most projectile engagements outright, forcing his opponents to play close, and chase him, made only more difficult by his incredible health. As a keep-away character he will always want to be the one calling the shots, literally and figuratively, and making good use of his particle beam cannon (5SK and j.5SK) to harass his opponents. And in melee engagements he can throw out his 26K for invulnerability, as an effective punish move. Despite how strong his guns are, he can burn through them quick just by landing them, meaning it is advised you use his WP variation of the move, and to land all his shots, and preferably on characters with a lot of health to expand before they overheat. His normals game mostly consists around WP and pokes, meaning it will be hard to make up damage deficits without significant damage windows and one of his best air moves consists around his j.2WK knee drop attack. FAZZ works best as a ranged character, when he's on the run, he's on the gun.
Archetype: Keep Away / Poke & Tank
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All damage values were tested on characters with 100% damage taken
Character Summary
- Special Moves
- 26P (Air OK) - Double Beam Rifle: High priority beam projectile, ammo and number of shots depends on variation.
- 26K - Knee Lift Shot: Invul move that knocks his opponent into the air before firing his beam rifle, ammo and number of shots depends on variation.
- 24P - Spray Missile: Sends a volley of tracking missiles at his opponent, lands on the ground near the edge of the screen, does not fully combo into other missiles.
- 624P - Mega Beam Saber: Slow unblockable beam saber, typically does 40% damage if landed.
- Super
- 26X+X - High Mega Cannon: Slow start up, launches a large multi-hit tracking beam attack, low damage.
- Command Normals
- 4SP - Guard Punch: Large and disjointed anti-air punch, should not be used repeatedly or too close due to it being hugely negative on hit and on block, can be cancelled into his SK or specials.
- j.2WK - Knee Drop: Does a landing drop knee attack, can be used for combos into SP or SK.
- Damage Taken = .75% (S-)
- Base Damage Multiplier = 112.50% (SS+)
- Walk Speed = 2.5 (B)
- Dash Speed = 6 (B)
- Button + Button action = Shield
- Backdash Type = Thrusters
- Ground BNB 1: 2WP > 5SP > 2WK > 26P OR 5SK OR 2SK
- Ground BNB 2: 2WP > 2SP > 26P OR 5SK
- Air BNB: j.5WP > j.5WK/j.2WK > j.5SP > j.26P OR j.5SK
Normal Moves
5WP
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5SP
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5WK
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5SK
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2WP
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2SP
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2WK
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2SK
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j.WP
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j.SP
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j.WK
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j.SK
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Command Normals
Command Normal Name
6X |
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Special Moves
Special Name
XP (Air OK) |
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Special Name
XP |
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Super Move
Super Name
26X+X |
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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
Neue Ziel (Even) [Character Page] |
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Big Zam (Advantage) [Character Page] |
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Hydra (Disadvantage) [Character Page] |
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Epyon [Character Page] |
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Dark [Character Page] |
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Psyco [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 [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 [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
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.
WP | WK | SP | SK | Special Cancel | |
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5WP | - | - | - | - | Yes/No |
2WP | - | - | - | - | Yes/No |
5WK | - | - | - | - | Yes/No |
2WK | - | - | - | - | Yes/No |
5SP | - | - | - | - | Yes/No |
2SP | - | - | - | - | Yes/No |
5SK | - | - | - | - | Yes/No |
2SK | - | - | - | - | No |
WP | WK | SP | SK | Special Cancel | |
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j.WP | - | - | - | - | Yes/No |
j.WK | - | - | - | - | Yes/No |
j.2WK | - | - | - | - | Yes/No |
j.SP | - | - | - | - | Yes/No |
j.SK | - | - | - | - | Yes/No |
j.2SK | - | - | - | - | Yes/No |
Cancel Options | |
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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.
Gundam ZZ Wiki Roadmap
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Page | Completed | To-do | Score |
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Strategy | 0/25 | ||
Combos | 0/16 | ||
Matchups | 0/34 |