Gundam: Battle Assault 2/Acguy: Difference between revisions

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Revision as of 07:15, 20 March 2023

Introduction

Acguy is the quintessential Fragile Speedster of this game, going all-in on its blazing fast mobility and powerful close-range options to make up for its awful range and armor. Combining excellent ground speed, good aerial mobility, and some quick, safe grounded pokes, Acguy has the tools to get in and threaten opponents with tricky high-low mix-up pressure. The main draw of the character is a relatively simple dash WP loop that, if performed consistently, allows you to turn many openings into a full life bar of damage. However, stubby limbs and a weak projectile make it difficult to accomplish much of anything when you're not in your effective range, and a weak armor means that Acguy is allowed to make fewer mistakes than most other characters. Acguy's success largely hinges on maintaining pressure instead of allowing the match to go to neutral too often. Compared to the rest of the cast, Acguy is generally perceived to be around the middle of the pack; it really struggles against boss characters as well as enemies that can keep it at arm's length, but holds its own against the vast majority of the cast. If you can stick to your opponent like glue, you'll overwhelm most foes.

Archetype: Rushdown


Strengths Weaknesses
  • Great Speed and Mobility: With the second fastest forward dash, good thruster travel distance, and the ability to cancel air momentum with Anvil Drop, Acguy can get to its ideal spacing quickly and reliably.
  • Reliable Pressure and Mix-Ups: 5WP and 2WP have great frame advantage on block and will force most opponents to dodge upward in order to escape. A simple high-low mix-up between j.2WK and 2WK is very dangerous against grounded opponents. Either of these attacks can be followed up by WPs on block or hit, and if it's the latter...
  • WP Loops: ...It can be followed up with [Forward Dash -> 5WP x3-4] xN until the opponent overheats. This is Acguy's primary source of damage and your goal is ultimately to land this loop three times to win the match. It takes some practice to perform consistently, but is essential to making the most out of the character.
  • Good Invincible Special: The Acguy Uppercut has invincibility on startup that lasts until after the first couple active frames, which is fairly rare in GBA2. On hit, it puts the opponent above you in a way that gives you the ability to cross under the opponent or juggle with repeated Uppercuts, as it's relatively safe on block when used on an opponent in the air. The horizontal range is much improved when done out of a forward dash, giving it some surprise factor.
  • Poor Range: Acguy's tiny frame and limbs mean that outside of specific scenarios, it is consistently outranged in the neutral position and doesn't have much in the way of traditional footsies.
  • Very Low Health: It has the second-lowest armor value in the game, so trades and battles of attrition are pretty much never in Acguy's favor.
  • Low Damage Values: While it's less of a problem when you're doing WP loops, Acguy has the second-lowest base damage value in the game, so most of its individual attacks deal relatively little damage. This makes it very reliant on its close-range game.
  • Bad Special Moves Outside of Uppercut: Most of Acguy's special moves are situational at best and useless at worst. Machine Gun is a functional projectile but has poor damage and tracking. Claw Rush and Drill Claw are slow and easy to avoid in most cases, so Acguy is highly reliant on its normal moves in every matchup.
  • Awful Super Move: Acguy Rolling Maximum doesn't provide any real utility and is mostly a meme. It's punishable on hit in some cases and is only useful for a bit of extra damage after a knockdown.

All damage values were tested on characters with 100% damage taken

Character Summary

Move list

Special Moves
XX - Special name: Quick description of a special move.
Super
26X+X - Super name: Quick description of their super.
Command Normals
6X - Command normal name: Quick description of the command normal.
Stats & vitals

  • Damage Taken = How much damage they take, their armor.
  • Walk Speed = Their walk speed number, note if it's faster than normal.
  • Dash Speed = Their dash speed, note if it's faster than normal.
  • Button + Button action = Their defensive action, Spot Dodge or I-Field
  • Backdash Type = What type of backdash they have, Hop, Thrusters, or None.
Quick combo reference

Basic BNB: Easy combo(s) for helping beginners.

Normal Moves

5WP
GBA2 AC WP 0001.png
GBA2 AC WP 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

This uninspiring little jab is important in neutral and the key to unlocking Acguy's high damage potential. It has a stubby hitbox, but makes up for it by having good startup and endlag, being positive on block, and being a safe, easy hit confirm into your combos. This is also the foundation of Acguy's most important combo loop, as you can link any grounded WP hit into a buffered forward dash 5WP to get a true infinite combo on any character lacking hyper armor. The window is rather tight, but attempting it is low-risk since 5WP on block still creates good pressure.

Toggle Hitboxes
Toggle Hitboxes
5SP
GBA2 AC SP 0001.png
GBA2 AC SP 0001 hitbox.png
Caption
Caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

A straight punch. It's decently fast and chains into other normals, but it tends to push the opponent too far for any of those chains to connect reliably. In combos, use 2SP instead. On the bright side, this move is neutral on block, so maybe you can frame trap a slower character with it, but it's probably better to stick with the reliable pressure of a WP instead.

Toggle Hitboxes
Toggle Hitboxes
5WK
GBA2 AC WK 0001.png
GBA2 AC WK 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Acguy swings a leg out for a side kick. Though it's fine enough for pressure, WPs come out faster so this move doesn't get much use there. Its primary purpose is as filler in ground combos, since it chains into other options and deals more damage than a WP.

Toggle Hitboxes
Toggle Hitboxes
5SK
GBA2 AC SK 0001.png
GBA2 AC SK 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Acguy lifts itself up for a dropkick. Startup is a bit slow by Acguy standards, but it has the greatest range of Acguy's normals and is relatively safe on hit or block. A decent poke, especially when used out of a forward dash. Since Acguy's frame is off the ground, this move has some high crush potential, but specific uses remain to be seen.

Toggle Hitboxes
Toggle Hitboxes
2WP
GBA2 AC c WP 0001.png
GBA2 AC c WP 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

A crouching jab this time. Basically 5WP with more horizontal range. This is a very valuable move for hit confirms into WP loops, as the added range allows Acguy to reliably combo from high/low mix-up hits.

Toggle Hitboxes
Toggle Hitboxes
2SP
GBA2 AC c SP 0001.png
GBA2 AC c SP 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Acguy throws out a low uppercut. Its good frame data makes this okay to throw out here and there, but it's mostly combo filler. Landing it causes the opponent to pop upward, which is more useful than 5SP's hit properties.

Toggle Hitboxes
Toggle Hitboxes
2WK
GBA2 AC c WK 0001.png
GBA2 AC c WK 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Low - - - - - -

Acguy does a low shin kick. Startup is a bit slow for such a stubby WK, but it's slightly positive on block and combos into cr.WP for loops. This is the "low" in Acguy's high-low mix-up game. Comboing from it requires strict timing, but you only need to do so once to get loops going.

Toggle Hitboxes
Toggle Hitboxes
2SK
GBA2 AC c SK 0001.png
GBA2 AC c SK 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Low - - - - - -

Acguy lies on the ground and kicks outward. This move causes a knockdown and is the most low-profile move in the game, able to slip under certain pokes to sweep the opponent. Unfortunately, it's decently minus on block so this isn't seen much outside of as a combo ender to start wake-up pressure afterward.

Toggle Hitboxes
Toggle Hitboxes
j.WP
GBA2 AC a WP 0001.png
GBA2 AC a WP 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Acguy sticks out a punch at a 45-degree angle. The hitbox placement is good and it stays active until Acguy either lands on the ground or hits an opponent. A safe option for landings, and it can give you an instant overhead from a jump. Combos into WP loops, so it's worth using in pressure situations.

Toggle Hitboxes
Toggle Hitboxes
j.SP
GBA2 AC a SP 0001.png
GBA2 AC a SP 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Acguy throws a strong straight punch at head height. It can be okay as an air-to-air against opponents at the same height, but it's nothing special.

Toggle Hitboxes
Toggle Hitboxes
j.WK
GBA2 AC a WK 0001.png
GBA2 AC a WK 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Acguy launches a short downward kick. Filler for Acguy's air combos, but is otherwise outclassed by j.WP.

Toggle Hitboxes
Toggle Hitboxes
j.SK
GBA2 AC a SK 0001.png
GBA2 AC a SK 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Acguy sticks both legs out horizontally. Also nothing special.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

Handstand Kick
6SK
GBA2 AC f SK 0001.png
GBA2 AC f SK 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Acguy springs forward with (surprise!) a handstand kick. Pretty good range and slightly faster startup than 5SK, but it's unsafe on block and provides less advantage on hit, so there no optimal use for it.

Toggle Hitboxes
Toggle Hitboxes
Anvil Drop
j.2WK
GBA2 AC a d WK 0001.png
GBA2 AC a d WK 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Acguy drops with a downward knee strike. This is the "high" in Acguy's high-low mix-up game and is arguably Acguy's best move. It has good frame advantage on hit or block and allows Acguy to change direction in mid-air, making it the most practical way to get in. A blocked j.2WK lets you continue to pressure, and a successful hit lets you follow up with cr.WP to start loops. If you're close enough when blocked, you can even follow it up with another jump into more overhead pokes. Lean heavily on this move in neutral.

Toggle Hitboxes
Toggle Hitboxes
Acguy Smash
j.2SP
GBA2 AC a d SP 0001.png
GBA2 AC a d SP 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Acguy does an overhead swing with both arms. Mostly air combo filler.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Machine Gun
qcfP (Air OK)
GBA2 AC qcf P 0001.png
GBA2 AC qcf P 0001 hitbox.png
Toggle Hitboxes
Toggle Hitboxes
 ! Version

! height="25px" |Damage ! Guard ! Startup ! Active ! Recovery ! Adv Hit ! Adv Block ! Properties |- ! WP | height="25px"| - | High/Low/Shield | - | - | - | - | - | Ammo, Projectile |- | colspan="8" style="text-align: left; vertical-align:top;" |

Acguy fires a few bullets from its hand cannon. This is Acguy's only projectile and is useful because of it, but the tracking isn't very good and it does low damage. Alright for disrupting opponents at a distance. Only uses 40 ammo so Acguy gets more uses than most characters.

|-

 ! Version

! height="25px" |Damage ! Guard ! Startup ! Active ! Recovery ! Adv Hit ! Adv Block ! Properties |- ! SP | height="25px"| - | High/Low | - | - | - | - | - | - |- | colspan="8" style="text-align: left; vertical-align:top;" |

Same as above, but uses 80 ammo for twice as many hits.

|- }}

Claw Rush
qcbP
GBA2 AC qcb P 0001.png
GBA2 AC qcb P 0001 hitbox.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
. - High/Low - - - - - -

Acguy stabs upward with an outstretched claw. The hitbox isn't great and opponents often fall out at max range. Perhaps due to a bug, it can be canceled into other specials on hit but you cannot special cancel into the move itself. Somewhat unsafe on block, though its range mitigates that a bit. Can be used to for chip damage on falling opponents, but you usually have better tools.

Toggle Hitboxes
Toggle Hitboxes
Jump Upper
dpP
GBA2 AC dp P 0001.png
GBA2 AC dp P 0001 hitbox.png
GBA2 AC dp P 0002.png
GBA2 AC dp P 0002 hitbox.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
. - High/Low - - - - - -

Acguy does a rising uppercut. This move has invincibility that lasts into some active frames, which is valuable in scramble scenarios. It tends to pop aerial opponents upward, so it's a great anti-air option. The horizontal range is a bit lacking, but ending the command input with a double-tap forward lets you use the momentum from your dash to gain a lot of extra horizontal range. The endlag leaves Acguy in the air, which can foil some opponents' grounded punishes. Good for keeping poke-centric characters on their toes.

Toggle Hitboxes
Toggle Hitboxes
Drill Claw
hcbP
GBA2 AC hcb P 0001.png
GBA2 AC hcb P 0001 hitbox.png
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
. - Shield - - - - - -

Acguy spins both claws and jumps into the opponent. Generally too slow to use against a knowledgeable opponent, but it deals pretty good damage. Uniquely, missing the opponent (or causing an opponent to overheat while it is active) will cause Acguy to fall over, effectively acting as a self-knockdown. Acguy has enough options to open up an opponent without an unblockable, so avoid this move.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Rolling Maximum
qcfX+X
GBA2 AC qcf 2 0001.png
GBA2 AC qcf 2 0001 hitbox.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Acguy curls up into a ball and rolls across the screen, touching both walls and stopping after reaching its starting location on the screen. This move rarely lands more than a couple hits at a time, has an unfavorable hitbox, and leaves Acguy vulnerable afterward. It can tack on some extra damage after an overheat, but this is arguably worse than just trying to pressure their wake-up normally. The super freeze also gives the enemy time to react with a suitable counter. It does slightly more damage than Acguy's regular non-loop combo enders, so there are some fringe cases where it's optimal for the overheat, but you're usually better off pretending it doesn't exist.

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

5WP > 5WK > 2WK > 2WP > 5SK

Standard grounded non-loop ground BnB. You can add one or two extra 5WPs at the beginning depending on how close you are to start (and if you've got dash momentum while using the first one).


(5WP > 5WP > 5WP, 66) xN

This is the most basic form of Acguy's WP loops. Acguy's WP has enough frame advantage on hit to let you do a quick forward dash and immediately cancel into another WP with the dash's momentum, which can be repeated until the opponent overheats.

As long as your chained 5WPs will reach the opponent, you can keep using them. Out of a forward dash, you can land 5WP four times per repetition on every opponent but Zeong (who requires three or fewer). On a back hit combo, you can get 5 per rep on most characters. You may find it easier to keep up the rhythm by landing fewer hits per rep.

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

GBA2 Neue Ziel icon.png
Neue Ziel
(Even)
[Character Page]
  • 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?
GBA2 Big Zam icon.png
Big Zam
(Advantage)
[Character Page]
  • 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?
GBA2 Hydra icon.png
Hydra
(Disadvantage)
[Character Page]
  • 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?
GBA2 Epyon icon.png
Epyon
[Character Page]
  • 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?
GBA2 Dark icon.png
Dark
[Character Page]
  • 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?
GBA2 Psyco icon.png
Psyco
[Character Page]
  • 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?
GBA2 Quin Mantha icon.png
Quin Mantha
[Character Page]
  • 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?
GBA2 Acguy icon.png
Acguy
[Character Page]
  • 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?
GBA2 Hygogg icon.png
Hygogg
[Character Page]
  • 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?
GBA2 GP-02A icon.png
GP-02A
[Character Page]
  • 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?
GBA2 Gundam ZZ icon.png
Gundam ZZ
[Character Page]
  • 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?
GBA2 Ball icon.png
Ball
[Character Page]
  • 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?
GBA2 Zeong icon.png
Zeong
[Character Page]
  • 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?
GBA2 Sazabi icon.png
Sazabi
[Character Page]
  • 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?
GBA2 RX-78 icon.png
RX-78
[Character Page]
  • 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?
GBA2 Zaku II icon.png
Zaku II
[Character Page]
  • 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?
GBA2 V Gundam icon.png
v Gundam
[Character Page]
  • 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?
GBA2 Zaku IIS icon.png
Zaku IIS
[Character Page]
  • 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?
GBA2 Heavy Arms icon.png
Heavy Arms
[Character Page]
  • 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?
GBA2 Sandrock icon.png
Sandrock
[Character Page]
  • 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?
GBA2 Wing icon.png
Wing
[Character Page]
  • 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?
GBA2 Deathscythe icon.png
Deathscythe
[Character Page]
  • 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?
GBA2 Altron icon.png
Altron
[Character Page]
  • 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?
GBA2 Tallgeese III icon.png
Tallgeese III
[Character Page]
  • 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?
GBA2 Bolt icon.png
Bolt
[Character Page]
  • 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?
GBA2 Dragon icon.png
Dragon
[Character Page]
  • 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?
GBA2 Burning icon.png
Burning
[Character Page]
  • 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?
GBA2 Maxter icon.png
Maxter
[Character Page]
  • 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?
GBA2 Rose icon.png
Rose
[Character Page]
  • 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?
GBA2 Master icon.png
Master
[Character Page]
  • 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?
GBA2 Zeta icon.png
Zeta
[Character Page]
  • 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?
GBA2 The-O icon.png
The-O
[Character Page]
  • 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?
GBA2 Qubeley icon.png
Qubeley
[Character Page]
  • 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?
GBA2 Hamma Hamma icon.png
Hamma Hamma
[Character Page]
  • 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"

                           |     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.

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.
File:GBA2 X Ending.png
X's ending picture. Only add if they have one.



GBA2 Navigation

The Game
Getting Started
FAQ
HUD & UI
Links
The Battle System
Controls
Offense
Defense
Movement
Game Data
Neue Ziel
Big Zam
Hydra
Epyon
Dark
Psyco
Quin Mantha
Acguy
Hygogg
GP-02A
Gundam ZZ
Ball
Zeong
Sazabi
RX-78
Zaku II
ν Gundam
Zaku IIS
Heavy Arms
Sandrock
Wing
Deathscythe Hell
Altron
Tallgeese III
Bolt
Dragon
Burning
Maxter
Rose
Master
​Hidden Characters
Zeta
The-O
Qubeley
Hamma Hamma