Gundam: Battle Assault 2/Burning: Difference between revisions
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = A standard standing jab. Whiffs on small and medium crouching characters, but larger characters will have nightmares trying to get out of the constant pressure this move can provide. | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Anti-air uppercut. Be it by sorcery or some other form of witchcraft, Burning's upper body's hurtbox seems almost unexistent when he uses this move, making it a spectacular anti-air. Also frequently used to add damage on grounded combos before cancelling into super. | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Short-ranged kick. Due to how good Burning's jabs are, this move sees little use in neutral or in pressure. It does serve as a hitconfirm on some crouching characters where '''2SP''' won't connect, allowing combos into super on those niche situations. | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Kick to the face. Used as combo filler in some specific routes or against specific characters to add a huge chunk of damage before cancelling into super. | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Standard low jab. Hits low for some reason, making it really dangerous to try walking away from Burning pressure, as doing so makes you run the risk of getting hit by this and subsequently getting hit by a full combo into super. | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Below-the-belt punch. One of the most frequent and reliable normals to use as combo filler before cancelling into super. | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Crouching low kick. Underwhelming when compared to most other Burning normals, but does have good reach to make up for it overall lack of utility otherwise. | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Advancing sweep. Not particularly safe, but has a lot of active frames for when all you need is one last hit to close off a match. | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Jumping elbow attack. Rather slow and small, making it hard to justify ever pressing it. | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Downward strike with both fists. Knocks the opponent down when used. Not the best aerial normal, but Burning bends in such a weird way that some attacks will go right under him during the move. | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Potentially Burning's best normal. Incredible hitbox, almost no hurtbox on the waist below, and leads to a full combo into super if it hits a grounded opponent. Using it during an aerial Burning Dash '''(j.24K)''' | ||
gives Burning an unbelievable amount of forward momentum, granting him a hard to predict "surprise attack" factor, as few opponents will be ready to see Burning traverse the whole screen in less than half a second with this move. | |||
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{{MoveData | {{MoveData | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Aerial flip-kick. Used in aerial combos when you hit an airborne opponent with '''j.WK''' before cancelling into '''j.626K''' for solid damage and a knockdown. | ||
}} | }} | ||
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Revision as of 23:52, 22 January 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
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Toggle Hitboxes Toggle Hitboxes
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5SP Caption Caption
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Toggle Hitboxes Toggle Hitboxes
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5WK
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Toggle Hitboxes Toggle Hitboxes
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5SK
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Toggle Hitboxes Toggle Hitboxes
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2WP
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Toggle Hitboxes Toggle Hitboxes
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2SP
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Toggle Hitboxes Toggle Hitboxes
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2WK
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Toggle Hitboxes Toggle Hitboxes
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2SK
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Toggle Hitboxes Toggle Hitboxes
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j.WP
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Toggle Hitboxes Toggle Hitboxes
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j.SP
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j.WK
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Toggle Hitboxes Toggle Hitboxes
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j.SK
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Toggle Hitboxes Toggle Hitboxes
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Command Normals
Knee Kick
j.2WK |
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Toggle Hitboxes Toggle Hitboxes
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High Kick
j.2SK |
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
Vulcan Guns
26P (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Burning Finger
24P (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Tenkyoken
426P (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Burning Finger Sword
624P |
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Toggle Hitboxes Toggle Hitboxes
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Burning Finger Uppercut
626P |
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Toggle Hitboxes Toggle Hitboxes
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Heat End
264P |
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Toggle Hitboxes Toggle Hitboxes
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Jumping Knee
626K (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Burning Dash
24K (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Super Move
Sekiha Tenkyoken 26X+X Funny and/or informative caption Funny and/or informative caption
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Neutral
F
Offense
F. Add additional categories as needed
Additional Resources
Links to any additional resources, delete category if there are none.
Combos
Midscreen
5WP > 5WP > 5SP > 5SK
- Damage. Combo desc.
Corner
Combo Example
- Damage'. Combo desc.
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
0% complete | |
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Page | Completed | To-do | Score |
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Strategy | 0/25 | ||
Combos | 0/16 | ||
Matchups | 0/34 |