Gundam: Battle Assault 2/Burning: Difference between revisions
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== Introduction == | == Introduction == | ||
Burning is an asshole. | 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 | '''Archetype''': Rushdown | ||
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{{ProConTable|width=100 | {{ProConTable|width=100 | ||
|pros= | |pros= | ||
* '''Invincible Dash''': | * '''Invincible Dash''': Go through most of your opponents' options without a care in the world | ||
* '''Strong pressure''': '''5WP''' and '''2WP''' pressure is incredibly difficult to safely escape from due to Burning's speed and overall low-commitment when using these moves | |||
* '''High damage''': A few buttons into Super is all he needs to take out a stock | |||
* '''Great defense''': See "Invincible Dash" above, also a really strong DP reversal that is usually safe on air block | |||
|cons= | |cons= | ||
* '''Weak | * '''Underwhelming ranged options''': Although his vulcans can combo into Super, it's not a reliable strategy, and most of his strong options require being up close and personal | ||
* '''Weak to active frames''': While Burning has quite the strong tools to approach and maintain pressure, he can usually be stopped in his tracks by attacks with a lot of active frames. Hit your head on the wall a few too many times while trying to approach and you will quickly find yourself in the losing end of the match. | |||
}} | }} | ||
''All damage values were tested on characters with 100% | ''All damage values were tested on characters with 100% damage taken'' | ||
== Character Summary == | == Character Summary == | ||
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{{Content Box|header=Quick combo reference|content= | {{Content Box|header=Quick combo reference|content= | ||
Basic BNB: 5WP > 5WP > 5SP > 5SK | Basic BNB: 5WP > 5WP > 5SP > 5SK | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
| | |input=5WP | ||
|image=GBA2_Burning_5WP.png | |image=GBA2_Burning_5WP.png | ||
|hitbox=GBA2_Burning_5WP_Hitbox.png | |||
|caption= Tall characters hate this | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
Line 75: | Line 77: | ||
| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = A standard standing jab. Whiffs on small crouching characters, but medium and larger characters will have nightmares trying to get out of the constant pressure this move can provide. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=5SP | ||
|image=GBA2_Burning_5SP. | |image=GBA2_Burning_5SP.png | ||
|caption= | |hitbox=GBA2_Burning_5SP_Hitbox.png | ||
|caption= Guilty Gear 6P, is that you? | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Burning performs a two-hit 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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=5WK | ||
|image=GBA2_Burning_5WK. | |image=GBA2_Burning_5WK.png | ||
|hitbox=GBA2_Burning_5WK_Hitbox.png | |||
|caption= Toe tap | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
Line 104: | Line 109: | ||
| 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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=5SK | ||
|image=GBA2_Burning_5SK. | |image=GBA2_Burning_5SK.png | ||
|hitbox=GBA2_Burning_5SK_Hitbox.png | |||
|caption= If this hit you, you just lost a bar | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=2WP | ||
|image=GBA2_Burning_2WP. | |image=GBA2_Burning_2WP.png | ||
|hitbox=GBA2_Burning_2WP_Hitbox.png | |||
|caption= Below the belt | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=2SP | ||
|image=GBA2_Burning_2SP. | |image=GBA2_Burning_2SP.png | ||
|hitbox=GBA2_Burning_2SP_Hitbox.png | |||
|caption= Super incoming, due immediatelly | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=2WK | ||
|image=GBA2_Burning_2WK. | |image=GBA2_Burning_2WK.png | ||
|hitbox=GBA2_Burning_2WK_Hitbox.png | |||
|caption= Little bit of a tap | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=2SK | ||
|image=GBA2_Burning_2SK. | |image=GBA2_Burning_2SK.png | ||
|hitbox=GBA2_Burning_2SK_Hitbox.png | |||
|caption= Don't forget he has this | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=j.WP | ||
|image=GBA2_Burning_jWP. | |image=GBA2_Burning_jWP.png | ||
|hitbox=GBA2_Burning_jWP_Hitbox.png | |||
|caption= The people's elbow, Burning edition | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=j.SP | ||
|image= | |image=GBA2_Burning_jSP.png | ||
|hitbox=GBA2_Burning_jSP_Hitbox.png | |||
|caption= To the ground you go | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=j.WK | ||
|image=GBA2_Burning_jWK. | |image=GBA2_Burning_jWK.png | ||
|hitbox=GBA2_Burning_jWK_Hitbox.png | |||
|caption= They told me to pick a character that plays footsies, so I did | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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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. | |||
}} | |||
}} | }} | ||
{{MoveData | {{MoveData | ||
| | |input=j.SK | ||
|image=GBA2_Burning_jSK. | |image=GBA2_Burning_jSK.png | ||
|hitbox=GBA2_Burning_jSK_Hitbox.png | |||
|caption= Slow but effective and reliable | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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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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|name='''Knee Kick''' | |name='''Knee Kick''' | ||
|input = j.2WK | |input = j.2WK | ||
|image=GBA2_Burning_j2WK. | |image=GBA2_Burning_j2WK.png | ||
|hitbox=GBA2_Burning_j2WK_Hitbox.png | |||
|caption= Not even Burning knows which side it'll hit on | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Drop kick with the knees. Stops any forward momentum Burning had before dropping down and hits overhead. Can be used for unorthodox crossups or as a movement option when you want to fall straight down. | ||
}} | }} | ||
}} | }} | ||
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|name='''High Kick''' | |name='''High Kick''' | ||
|input = j.2SK | |input = j.2SK | ||
|image=GBA2_Burning_j2SK. | |image=GBA2_Burning_j2SK.png | ||
|hitbox=GBA2_Burning_j2SK_Hitbox.png | |||
|caption= Style on 'em | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = High kick that stops Burning's forward momentum. Can be used in aerial combos in place of '''j.SK''', but it's not as consistent. Feel free to use it if you think it looks cooler, however! | ||
}} | }} | ||
}} | }} | ||
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|name='''Vulcan Guns''' | |name='''Vulcan Guns''' | ||
|input = 26P (Air OK) | |input = 26P (Air OK) | ||
|image=GBA2_Burning_26P. | |image=GBA2_Burning_26P.png | ||
| | |hitbox=GBA2_Burning_26P_Hitbox.png | ||
|hitbox2=GBA2_Burning_26P_Projectile_Hitbox.png | |||
|caption= Don't let him trick you, he's trying to combo into super with this | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| header = no | | header = no | ||
| description = | | description = Burning shoots a streak of bullets from his head. The projectiles are low priority and deal low damage, but follow the opponent's movement trajectory to a moderate degree. Additionally, Burning can link these vulcan guns into a super. While they do prorate quite heavily, thus reducing the super's damage, it can be a useful way to finish off an opponent's HP bar and force an overheat or even win the match altogether. | ||
}} | }} | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = Projectile, Ammo | | properties = Projectile, Ammo | ||
| description = | | description = Costs 25 ammo. Shoots fewer projectiles, but has lower recovery. Good for stopping enemy approaches, interrupting setups and baiting Supers in certain matchups. | ||
}} | }} | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = | | properties = | ||
| description = | | description = Costs 50 ammo. Shoots more projectiles, but has longer recovery. Good for dealing chip damage to an opponent about to overheat and for linking into a super as mentioned above. | ||
}} | }} | ||
}} | }} | ||
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|name='''Burning Finger''' | |name='''Burning Finger''' | ||
|input = 24P (Air OK) | |input = 24P (Air OK) | ||
|image=GBA2_Burning_24P. | |image=GBA2_Burning_24P.png | ||
|hitbox=GBA2_Burning_24P_Hitbox.png | |||
|caption= But it's the whole palm... | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = Projectile | | properties = Projectile | ||
| description = | | description = Although it is called "Burning ''Finger''", Burning actually advances while emanating flames from his entire hand. The lengthy startup makes it a difficult move to simply throw out, but it does deal good damage to make up for it, including a respectable amount of chip damage. Despite it looking like a projectile, it isn't one, meaning opponents that have I-field instead of Dodge are unable to avoid the massive chip damage this attack deals on block. Additionally, Burning Finger can be super canceled for high damage on hit or, if you're confident in your timing, canceled into '''Heat End (264P)''' then into super for massive damage instead. | ||
}} | }} | ||
}} | }} | ||
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|name='''Tenkyoken''' | |name='''Tenkyoken''' | ||
|input = 426P (Air OK) | |input = 426P (Air OK) | ||
|image=GBA2_Burning_426P. | |image=GBA2_Burning_426P.png | ||
|hitbox=GBA2_Burning_426P_Hitbox.png | |||
|caption= Sadly not as good as hadouken | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = High Priority Projectile | | properties = High Priority Projectile | ||
| description = | | description = Burning shoots a Hadouken-like projectile. It doesn't go very far, but it has high priority, meaning it will overcome most projectiles it comes up against. | ||
}} | }} | ||
}} | }} | ||
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|name='''Burning Finger Sword''' | |name='''Burning Finger Sword''' | ||
|input = 624P | |input = 624P | ||
|image=GBA2_Burning_624P. | |image=GBA2_Burning_624P.png | ||
|hitbox=GBA2_Burning_624P_Hitbox.png | |||
|caption= If you get hit by this, you deserved it | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = N/A | | advBlock = N/A | ||
| properties = Unblockable | | properties = Unblockable | ||
| description = | | description = One of the slowest unblockables in the game, Burning prepares a heavy swing with his energy sword. The only moment you feasibly make use of this is after causing a hard knockdown on a opponent without meter, so that they cannot Dodge or I-field it on wakeup, thus making them susceptible to a meaty hit from the sword. At any other moment, you're effectively sacrificing all momentum and asking to get hit in the face for trying to use this. | ||
}} | |||
}} | |||
{{MoveData | |||
|name='''Burning Finger Uppercut''' | |||
|input = 626P | |||
|image=GBA2_Burning_626P.png | |||
|hitbox=GBA2_Burning_626P_Hitbox.png | |||
|hitbox2=GBA2_Burning_626P_Uppercut_Hitbox.png | |||
|caption= Pierce the heavens | |||
|data= | |||
{{AttackData-GBA2 | |||
| version = WP/SP | |||
| damage = | |||
| guard = High/Low | |||
| startup = | |||
| advHit = | |||
| advBlock = | |||
| properties = Projectile (After First Hit) | |||
| description = Burning punches the opponent before dragging them into the air with a burning finger attack. The animation only plays out on hit. Doesn't see much use due to its short hit and due to the fact that Burning doesn't particularly care about dragging opponents into the air when killing them with grounded supers is preferable. | |||
}} | }} | ||
}} | }} | ||
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|name='''Heat End''' | |name='''Heat End''' | ||
|input = 264P | |input = 264P | ||
|image=GBA2_Burning_264P. | |image=GBA2_Burning_264P.png | ||
|hitbox=GBA2_Burning_264P_Hitbox.png | |||
|caption= Super incoming in 3... 2... 1... | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = Grab, Special Cancelable | | properties = Grab, Special Cancelable | ||
| description = | | description = Burning grabs the opponent with his palm before exploding them and launching them forward. Not a true throw, as it can be blocked, but can be comboed into with '''Burning Finger (24P)'''. On hit, it can be special canceled into the super '''Sekiha Tenkyoken (26P+K)''' for massive amounts of damage. | ||
}} | }} | ||
}} | }} | ||
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|name='''Jumping Knee''' | |name='''Jumping Knee''' | ||
|input = 626K (Air OK) | |input = 626K (Air OK) | ||
|image=GBA2_Burning_626K. | |image=GBA2_Burning_626K.png | ||
|hitbox=GBA2_Burning_626K_Hitbox.png | |||
|caption= Did he really need this? Of course he did. | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = | | advBlock = | ||
| properties = Invincible | | properties = Invincible | ||
| description = | | description = Burning does a rising knee strike. Frame 1 full invincibility makes this a true reversal, and the damage, knockdown and active frames on this move make it a very good reversal at that. Causes knockdown on hit, making it a good ender for air combos as well. Can be used after '''Burning Dash (24K)''' for extended invincibility when the dash alone can't get you out of a pinch. | ||
}} | }} | ||
}} | }} | ||
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|name='''Burning Dash''' | |name='''Burning Dash''' | ||
|input = 24K (Air OK) | |input = 24K (Air OK) | ||
|image=GBA2_Burning_24K. | |image=GBA2_Burning_24K.png | ||
|hitbox=GBA2_Burning_24K_Hitbox.png | |||
|caption= You will learn to hate this | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
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| advBlock = N/A | | advBlock = N/A | ||
| properties = Invincible | | properties = Invincible | ||
| description = | | description = Burning performs a forward dash that can be canceled into any normal and most special moves. The best special in Burning's kit, this move has frame 1 invincibility, allowing him to go through most attacks in the game unscathed. The invincibility goes away the moment he cancels it into another move (other than '''Jumping Knee'''), but more often than not Burning will be able to avoid the opponent's attack and punish them for it with a full combo into super. Because of this, and because of how much momentum Burning gets for cancelling this move in the air, almost every scenario in the game that involves risk/reward is ''heavily'' skewered in Burning's favor, as he can and often will deal much more damage than the opponent could if he gets the hit. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name='''Sekiha Tenkyoken''' | |name='''Sekiha Tenkyoken''' | ||
|input = | |input = 26X+X | ||
|image=GBA2_Burning_Super.png | |image=GBA2_Burning_Super.png | ||
|caption= | |hitbox=GBA2_Burning_Super_Hitbox.png | ||
|caption= One for each health bar | |||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
Line 412: | Line 474: | ||
| advBlock = | | advBlock = | ||
| property = Projectile, Invincible | | property = Projectile, Invincible | ||
| description = | | description = Burning fires a fullscreen horizontal laser. Deals massive damage and blasts through almost every other projectile in the game. Burning's entire goal is hitting a button into this beauty, and it WILL hurt you if he does so. Characters with lower defense values with often overheat from a single '''5SP''' cancelled into this due to Burning's excellent damage scaling on his attacks. Tougher characters aren't much safer, as Burning can, in fact, link two uses of this super back to back to finish off an HP bar should he have a super to spare. Avoid firing off vulcans on the ground, or you might just eat one of these raw in return. | ||
}} | }} | ||
}} | }} | ||
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== Strategy == | == Strategy == | ||
=== Neutral === | === Neutral === | ||
Burning has what is potentially the most straightforward gameplan in the entire cast; get in, hit your opponent with a button, then combo into Super for massive damage. His primary tool for that is his invincible command dash, '''Burning Dash (24K)''', which grants him frame 1 full invincibility while moving him forward, and that can be canceled into any of his other attacks, although doing so will remove his invincibility frames. On the ground, Burning can use it to completely bypass most attacks from his opponents, getting right in front of their faces and punishing their recovery with his fast '''2WP''' jab or his high-damaging '''5SP''' uppercut. that alone would have been strong enough, but for whatever reason, he can also use Burning Dash in the air, and canceling into '''jWK''' while doing so will LAUNCH Burning forward with a large amount of momentum, all while sticking out a huge, extremely active hitbox granted by the '''jWK'''. Should that button hit, depending on the height, he will be able to link it into '''2WP > 5SP''', which can cancel into Super and probably delete a bar. | |||
It doesn't get much simpler than this; choose your approach avenue -land or air-, dash into them and, well, beam their ass. Trust me, it feels good. | |||
Alternatively, if you wanna be cheeky and not risk an approach, you can shoot some '''26P''' vulcans. If they connect, Burning can link into his Super quite easily because why shouldn't he be able to, right? | |||
=== Offense === | |||
So, if Burning's neutral is all about getting in, then what do you do when you finally do get in and make the opponent block? Let's preface this by making it clear: Burning's mixup is well below average, as his unblockable is one of the absolute worst in the game and he has no fast overheads to work with. His way of opening opponents up is through pressure, using his very fast and safe jabs to bully opponents endlessly, hoping they either mess up by pressing at the wrong time, dodge up so you can cross under them with Burning Dash, or by making them respect so much that you can sneak in a throw. In other words, don't worry too much about actually opening people up; they will do that for you so long as you keep them under the stress of never-ending jab pressure. | |||
=== | ===Defense=== | ||
A character with this good neutral and offense shouldn't have good defense, but a frame 1 invincible dash '''(24K)''' AND a frame 1 DP with '''Jumping Knee (626K)''', Burning doesn't care about such silly rules. Whenever Burning feels threated, he can choose to either Burning Dash through the opponent's pressure to sneak in a hit of their own, use Jumping Knee to hit them in the face and get them off, OR spot dodge up then use Burning Dash to zoom away to a safer position. This guy is not lacking in options at all. | |||
=== Additional Resources === | === Additional Resources === | ||
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== Combos == | == Combos == | ||
'''5WP''' and '''2WP''' are interchangeable in most cases. | |||
=== Midscreen === | === Midscreen === | ||
'''5WP > 5WP > 5SP > 5SK''' | '''5WP > 5WP > 5SP > 5SK''' | ||
: | :Standard confirm if you don't want to end with a Super, usually done if you've dealt a lot of damage through stray hits and using a Super wouldn't be worth it as the opponent is near overheating. | ||
'''2WP > 2WP > 2WP > 2SP > Super''' | |||
:The easiest way to combo into Super. Damage isn't impressive as these normals are a bit weak and scale a lot, but it's reliable as it hits from quite a bit of distance away from the opponent. It's also the most consistent way of comboing into Super when you hit an aerial opponent. | |||
'''2WP > 2WP > 5WK > Super''' | |||
:Alternative, lower damage route, used to combo into Super against specific characters that have awkward hurtboxes while crouching, like Dragon and Hygogg, where comboing into '''2SP''' would normally whiff. | |||
'''2WP > 2WP > 5SP > Super''' | |||
:The route you should go for when you want damage, thanks to '''5SP''' dealing both high damage and having really good scaling. Will whiff if too far from the opponent and against specific crouching opponents, but otherwise it's the best confirm you can usually get. | |||
'''2WP > 5SP > 5SK > Super''' | |||
:Character-specific route that deals even more damage than the one above. This often takes a whole bar of HP due to '''5SP''' and '''5SK''' BOTH dealing high damage and having great scaling, so against characters where this works, it's prefereable to use it for the better reward. | |||
'''24P > Super''' | |||
:A simple special cancel from Burning Finger into Super. Nothing remarkable about it, but worth knowing it if you ever use a Burning Finger and it hits. | |||
'''24P > 264P > Super''' | |||
:Incredibily difficult special cancel of Burning Finger into Heat End, then into Super. Deals incredibly high damage if you pull it off, but Burning Finger into Heat End, despite being a genuine cancel, is practically frame perfect while having no buffer to help, so attempting it during a match runs a high risk of causing it to drop. The easiest way of trying this is with a throw starter near the corner, but either way, you have been warned about the risks. | |||
=== Corner === | === Corner === | ||
''' | '''2WP > 5SP > 5SK > Super''' | ||
: | :The same route found above, but near the corner it will work on a few additional characters. | ||
=== Ground-to-air === | |||
'''5WP xN > 2SP > Super''' | |||
:Due to '''5WP''''s hitbox making it a solid anti-air, it often sees use tagging aerial opponents who are near the ground. Not only that, but with its sheer speed, ability to self-cancel infinitely, and its good range, you could see yourself chaining as many as '''7''' of these before going for a '''2SP''' into Super. The damage is not as great as one would like due to the heavy scaling from the jabs, but it's still not only an excellent confirm when the situation arises, but a hilarious one at that. | |||
=== Aerial combos === | |||
'''jWK > jSK > j626K''' | |||
:Meterless combo off of '''jWK''' starter, often used as an air-to-air confirm, although it also works as an air-to-ground. Deals solid damage and causes a knockdown without requiring meter. Two of these plus any stray hit and/or vulcans should cause an overheat on most opponents, allowing you to keep a spare Super in stock for future confirms. | |||
== Matchups == | == Matchups == | ||
Line 849: | Line 945: | ||
== Frame Data == | == Frame Data == | ||
<br>'''KD''' - Knockdown | <br>'''KD''' - Knockdown | ||
<br>'''VA''' - Variable | <br>'''VA''' - Variable | ||
Line 855: | Line 950: | ||
<br>'''x~yF''' - a period from frame "'''x'''" till frame "'''y'''" | <br>'''x~yF''' - a period from frame "'''x'''" till frame "'''y'''" | ||
| Frames | Frame Advantage | | |||
Attack | Total | Startup | On Hit | On Block | Notes | |||
'''Normals''' --------------------------------------- | '''Normals''' --------------------------------------- | ||
5WP | | | | | | 5WP | | | | | | ||
Line 881: | Line 976: | ||
626P | | | | | | 626P | | | | | | ||
264P | | | | | | 264P | | | | | | ||
626K | | | | | ?F Invincible | 626K | | | | | ?F~?F Invincible | ||
24K | | | | | ?F Invincible | 24K | | | | | ?F~?F Invincible | ||
'''Super''' --------------------------------------- | '''Super''' --------------------------------------- | ||
26X+X | | | | | ?F~?F invincible | |||
== Chain Table == | |||
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | |||
|+Chains | |||
|- | |||
! | |||
! WP !! WK !! SP !! SK !! Special Cancel | |||
|- | |||
! 5WP | |||
| 5WP<sup>[+]</sup>, 2WP<sup>[+]</sup> || 5WK, 2WK || 5SP, 2SP || 5SK, 2SK || Yes | |||
|- | |||
! 2WP | |||
| 5WP<sup>[+]</sup>, 2WP<sup>[+]</sup> || 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 | |||
|- | |||
|} | |||
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | |||
|+Air Chains | |||
|- | |||
! | |||
! WP !! WK !! SP !! SK !! Special Cancel | |||
|- | |||
! 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 | |||
|- | |||
|} | |||
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;" | |||
|+Specials | |||
|- | |||
! | |||
! Cancel Options | |||
|- | |||
! 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<sup>[+]</sup>''' = X is available on hit, block, or whiff | |||
== Trivia == | == Trivia == | ||
Line 891: | Line 1,060: | ||
<br clear=all> | <br clear=all> | ||
{{#lst:Mizuumi Wiki:Roadmap/Gundam: Battle Assault 2|{{SUBPAGENAME}}}} | |||
== GBA2 Navigation == | |||
{{Navbox-GBA2}} | {{Navbox-GBA2}} | ||
[[Category:Gundam: Battle Assault 2]] | [[Category:Gundam: Battle Assault 2]] | ||
[[Category:Burning]] | [[Category:Burning]] |
Latest revision as of 11:42, 15 May 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 Tall characters hate this Tall characters hate this
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Toggle Hitboxes Toggle Hitboxes
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5SP Guilty Gear 6P, is that you? Guilty Gear 6P, is that you?
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Toggle Hitboxes Toggle Hitboxes
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5WK Toe tap Toe tap
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Toggle Hitboxes Toggle Hitboxes
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5SK If this hit you, you just lost a bar If this hit you, you just lost a bar
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Toggle Hitboxes Toggle Hitboxes
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2WP Below the belt Below the belt
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Toggle Hitboxes Toggle Hitboxes
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2SP Super incoming, due immediatelly Super incoming, due immediatelly
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Toggle Hitboxes Toggle Hitboxes
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2WK Little bit of a tap Little bit of a tap
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Toggle Hitboxes Toggle Hitboxes
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2SK Don't forget he has this Don't forget he has this
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Toggle Hitboxes Toggle Hitboxes
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j.WP The people's elbow, Burning edition The people's elbow, Burning edition
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Toggle Hitboxes Toggle Hitboxes
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j.SP To the ground you go To the ground you go
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Toggle Hitboxes Toggle Hitboxes
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j.WK They told me to pick a character that plays footsies, so I did They told me to pick a character that plays footsies, so I did
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Toggle Hitboxes Toggle Hitboxes
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j.SK Slow but effective and reliable Slow but effective and reliable
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Toggle Hitboxes Toggle Hitboxes
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Command Normals
Knee Kick j.2WK Not even Burning knows which side it'll hit on Not even Burning knows which side it'll hit on
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Toggle Hitboxes Toggle Hitboxes
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High Kick j.2SK Style on 'em Style on 'em
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
Vulcan Guns 26P (Air OK) Don't let him trick you, he's trying to combo into super with this Don't let him trick you, he's trying to combo into super with this
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Toggle Hitboxes Toggle Hitboxes
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Burning Finger 24P (Air OK) But it's the whole palm... But it's the whole palm...
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Toggle Hitboxes Toggle Hitboxes
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Tenkyoken 426P (Air OK) Sadly not as good as hadouken Sadly not as good as hadouken
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Toggle Hitboxes Toggle Hitboxes
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Burning Finger Sword 624P If you get hit by this, you deserved it If you get hit by this, you deserved it
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Toggle Hitboxes Toggle Hitboxes
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Burning Finger Uppercut 626P Pierce the heavens Pierce the heavens
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Toggle Hitboxes Toggle Hitboxes
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Heat End 264P Super incoming in 3... 2... 1... Super incoming in 3... 2... 1...
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Toggle Hitboxes Toggle Hitboxes
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Jumping Knee 626K (Air OK) Did he really need this? Of course he did. Did he really need this? Of course he did.
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Toggle Hitboxes Toggle Hitboxes
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Burning Dash 24K (Air OK) You will learn to hate this You will learn to hate this
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Toggle Hitboxes Toggle Hitboxes
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Super Move
Sekiha Tenkyoken 26X+X One for each health bar One for each health bar
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Toggle Hitboxes Toggle Hitboxes
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Strategy
Neutral
Burning has what is potentially the most straightforward gameplan in the entire cast; get in, hit your opponent with a button, then combo into Super for massive damage. His primary tool for that is his invincible command dash, Burning Dash (24K), which grants him frame 1 full invincibility while moving him forward, and that can be canceled into any of his other attacks, although doing so will remove his invincibility frames. On the ground, Burning can use it to completely bypass most attacks from his opponents, getting right in front of their faces and punishing their recovery with his fast 2WP jab or his high-damaging 5SP uppercut. that alone would have been strong enough, but for whatever reason, he can also use Burning Dash in the air, and canceling into jWK while doing so will LAUNCH Burning forward with a large amount of momentum, all while sticking out a huge, extremely active hitbox granted by the jWK. Should that button hit, depending on the height, he will be able to link it into 2WP > 5SP, which can cancel into Super and probably delete a bar. It doesn't get much simpler than this; choose your approach avenue -land or air-, dash into them and, well, beam their ass. Trust me, it feels good. Alternatively, if you wanna be cheeky and not risk an approach, you can shoot some 26P vulcans. If they connect, Burning can link into his Super quite easily because why shouldn't he be able to, right?
Offense
So, if Burning's neutral is all about getting in, then what do you do when you finally do get in and make the opponent block? Let's preface this by making it clear: Burning's mixup is well below average, as his unblockable is one of the absolute worst in the game and he has no fast overheads to work with. His way of opening opponents up is through pressure, using his very fast and safe jabs to bully opponents endlessly, hoping they either mess up by pressing at the wrong time, dodge up so you can cross under them with Burning Dash, or by making them respect so much that you can sneak in a throw. In other words, don't worry too much about actually opening people up; they will do that for you so long as you keep them under the stress of never-ending jab pressure.
Defense
A character with this good neutral and offense shouldn't have good defense, but a frame 1 invincible dash (24K) AND a frame 1 DP with Jumping Knee (626K), Burning doesn't care about such silly rules. Whenever Burning feels threated, he can choose to either Burning Dash through the opponent's pressure to sneak in a hit of their own, use Jumping Knee to hit them in the face and get them off, OR spot dodge up then use Burning Dash to zoom away to a safer position. This guy is not lacking in options at all.
Additional Resources
Links to any additional resources, delete category if there are none.
Combos
5WP and 2WP are interchangeable in most cases.
Midscreen
5WP > 5WP > 5SP > 5SK
- Standard confirm if you don't want to end with a Super, usually done if you've dealt a lot of damage through stray hits and using a Super wouldn't be worth it as the opponent is near overheating.
2WP > 2WP > 2WP > 2SP > Super
- The easiest way to combo into Super. Damage isn't impressive as these normals are a bit weak and scale a lot, but it's reliable as it hits from quite a bit of distance away from the opponent. It's also the most consistent way of comboing into Super when you hit an aerial opponent.
2WP > 2WP > 5WK > Super
- Alternative, lower damage route, used to combo into Super against specific characters that have awkward hurtboxes while crouching, like Dragon and Hygogg, where comboing into 2SP would normally whiff.
2WP > 2WP > 5SP > Super
- The route you should go for when you want damage, thanks to 5SP dealing both high damage and having really good scaling. Will whiff if too far from the opponent and against specific crouching opponents, but otherwise it's the best confirm you can usually get.
2WP > 5SP > 5SK > Super
- Character-specific route that deals even more damage than the one above. This often takes a whole bar of HP due to 5SP and 5SK BOTH dealing high damage and having great scaling, so against characters where this works, it's prefereable to use it for the better reward.
24P > Super
- A simple special cancel from Burning Finger into Super. Nothing remarkable about it, but worth knowing it if you ever use a Burning Finger and it hits.
24P > 264P > Super
- Incredibily difficult special cancel of Burning Finger into Heat End, then into Super. Deals incredibly high damage if you pull it off, but Burning Finger into Heat End, despite being a genuine cancel, is practically frame perfect while having no buffer to help, so attempting it during a match runs a high risk of causing it to drop. The easiest way of trying this is with a throw starter near the corner, but either way, you have been warned about the risks.
Corner
2WP > 5SP > 5SK > Super
- The same route found above, but near the corner it will work on a few additional characters.
Ground-to-air
5WP xN > 2SP > Super
- Due to 5WP's hitbox making it a solid anti-air, it often sees use tagging aerial opponents who are near the ground. Not only that, but with its sheer speed, ability to self-cancel infinitely, and its good range, you could see yourself chaining as many as 7 of these before going for a 2SP into Super. The damage is not as great as one would like due to the heavy scaling from the jabs, but it's still not only an excellent confirm when the situation arises, but a hilarious one at that.
Aerial combos
jWK > jSK > j626K
- Meterless combo off of jWK starter, often used as an air-to-air confirm, although it also works as an air-to-ground. Deals solid damage and causes a knockdown without requiring meter. Two of these plus any stray hit and/or vulcans should cause an overheat on most opponents, allowing you to keep a spare Super in stock for future confirms.
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 | |
---|---|---|---|---|---|
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 | |
---|---|---|---|---|---|
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 | |
---|---|
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
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Strategy | 0/25 | ||
Combos | 0/16 | ||
Matchups | 0/34 |