Gundam: Battle Assault 2/Acguy: Difference between revisions
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* '''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. | * '''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. | ||
}} | }} | ||
== Character Summary == | == Character Summary == | ||
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{{Content Box|header=Stats & vitals|content= | {{Content Box|header=Stats & vitals|content= | ||
*'''Damage Taken''' = 125% (D) | *'''Damage Taken''' = 125% (D) | ||
*'''Walk Speed''' = 3 (A) | *'''Walk Speed''' = Forward: 3 (A), Back: 2 (A) | ||
*'''Dash Speed''' = 9 (SS) | *'''Dash Speed''' = 9 (SS) | ||
*'''Button + Button action''' = | *'''Button + Button action''' = Dodge | ||
*'''Backdash Type''' = Hop | *'''Backdash Type''' = Hop | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
''All damage values were tested on characters with 100% damage taken'' | |||
== Normal Moves == | == Normal Moves == | ||
{{MoveData | {{MoveData | ||
|input= | |input=WP | ||
|image = GBA2_AC_WP_0001.png | |image = GBA2_AC_WP_0001.png | ||
|hitbox = GBA2_AC_WP_0001_hitbox.png | |hitbox = GBA2_AC_WP_0001_hitbox.png | ||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = | | damage = 8 | ||
| guard = High/Low | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 9 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 5 | ||
| advHit = | | advHit = 14/12/14 (A/S/C) | ||
| advBlock = | | advBlock = 12/10/10 (A/S/C) | ||
| properties = | | properties = | ||
| description = 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. | | description = 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. | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
|input= | |input=SP | ||
|image = GBA2_AC_SP_0001.png | |image = GBA2_AC_SP_0001.png | ||
|hitbox = GBA2_AC_SP_0001_hitbox.png | |hitbox = GBA2_AC_SP_0001_hitbox.png | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 17.5 | | damage = 17.5 | ||
| guard = High/Low | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 12 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 11 | ||
| advHit = | | advHit = 8/6/8 | ||
| advBlock = | | advBlock = 2/0/0 | ||
| properties = | | properties = | ||
| description = 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 frame 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. | | description = 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 frame 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. | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
|input= | |input=WK | ||
|image = GBA2_AC_WK_0001.png | |image = GBA2_AC_WK_0001.png | ||
|hitbox = GBA2_AC_WK_0001_hitbox.png | |hitbox = GBA2_AC_WK_0001_hitbox.png | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 10.5 | | damage = 10.5 | ||
| guard = High/Low | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 9 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 7 | ||
| advHit = | | advHit = 10/8/10 | ||
| advBlock = | | advBlock = 4/6/6 | ||
| properties = | | properties = | ||
| description = 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'''. | | description = 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'''. | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
|input= | |input=SK | ||
|image = GBA2_AC_SK_0001.png | |image = GBA2_AC_SK_0001.png | ||
|hitbox = GBA2_AC_SK_0001_hitbox.png | |hitbox = GBA2_AC_SK_0001_hitbox.png | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 21 | | damage = 21 | ||
| guard = High/Low | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 12 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 19 | ||
| advHit = | | advHit = -4/-6/-4 | ||
| advBlock = | | advBlock = -6/-8/-8 | ||
| properties = | | properties = | ||
| description = 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 | | description = 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. Since Acguy's frame is off the ground, this move can beat some low moves if used at the same time, but specific uses remain to be seen. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 7 | | damage = 7 | ||
| guard = High/Low | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 8 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 5 | ||
| advHit = | | advHit = 14/12/14 | ||
| advBlock = | | advBlock = 12/10/10 | ||
| properties = | | properties = | ||
| description = 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. | | description = 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. | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 17.5 | | damage = 17.5 | ||
| guard = High/Low | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 9 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 15 | ||
| advHit = | | advHit = 0/0/0 | ||
| advBlock = | | advBlock = -2/-4-4 | ||
| properties = | | properties = | ||
| description = Acguy throws out a low uppercut. Its good speed and range 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. | | description = Acguy throws out a low uppercut. Its good speed and range 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. | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 10.5 | | damage = 10.5 | ||
| guard = Low | | guard = {{Tooltip|text=Low|color=yellow|hovertext=Can be crouch and air blocked}} | ||
| startup = | | startup = 10 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 9 | ||
| advHit = | | advHit = 10/8/10 | ||
| advBlock = | | advBlock = -2/NA/6 | ||
| properties = | | properties = | ||
| description = 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. | | description = 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. | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 14 | | damage = 14 | ||
| guard = Low | | guard = {{Tooltip|text=Low|color=yellow|hovertext=Can be crouch and air blocked}} | ||
| startup = | | startup = 12 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 21 | ||
| advHit = | | advHit = KD | ||
| advBlock = | | advBlock = -8/NA/-10 | ||
| properties = | | properties = | ||
| description = 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. | | description = 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. | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 7 | | damage = 7 | ||
| guard = High | | guard = {{Tooltip|text=High|color=red|hovertext=Can be stand and air blocked}} | ||
| startup = | | startup = 7 | ||
| active = | | active = ∞ | ||
| recovery = | | recovery = N/A | ||
| advHit = | | advHit = 5/7/9 | ||
| advBlock = | | advBlock = 7/5/NA | ||
| properties = | | properties = | ||
| description = 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. | | description = 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. | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 17.5 | | damage = 17.5 | ||
| guard = High | | guard = {{Tooltip|text=High|color=red|hovertext=Can be stand and air blocked}} | ||
| startup = | | startup = 11 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 11 | ||
| advHit = | | advHit = 14/2/4 | ||
| advBlock = | | advBlock = 2/0/NA | ||
| properties = | | properties = | ||
| description = Acguy throws a strong straight punch at head height. Probably Acguy's best air-to-air option, but don't expect it to beat a lot. | | description = Acguy throws a strong straight punch at head height. Causes Acguy to bounce on hit or block and sends an air opponent downward on hit. Probably Acguy's best air-to-air option, but don't expect it to beat a lot. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 10.5 | | damage = 10.5 | ||
| guard = High | | guard = {{Tooltip|text=High|color=red|hovertext=Can be stand and air blocked}} | ||
| startup = | | startup = 8 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 11 | ||
| advHit = | | advHit = 6/4/6 | ||
| advBlock = | | advBlock = 4/2/NA | ||
| properties = | | properties = | ||
| description = Acguy launches a short downward kick. Filler for Acguy's air combos, but is otherwise outclassed by '''j.WP'''. | | description = Acguy launches a short downward kick. Causes Acguy to bounce on hit or block. Filler for Acguy's air combos, but is otherwise outclassed by '''j.WP'''. | ||
}} | }} | ||
}} | }} | ||
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{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = 21 | | damage = 21 | ||
| guard = High | | guard = {{Tooltip|text=High|color=red|hovertext=Can be stand and air blocked}} | ||
| startup = | | startup = 11 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 13 | ||
| advHit = | | advHit = 0/-2/0 | ||
| advBlock = | | advBlock = -2/-4/NA | ||
| properties = | | properties = | ||
| description = Acguy sticks both legs out horizontally. Nothing special. | | description = Acguy sticks both legs out horizontally. Causes Acguy to bounce on hit or block. Nothing special. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name='''Handstand Kick''' | |name='''Handstand Kick''' | ||
|input = | |input = fSK | ||
|image = GBA2_AC_f_SK_0001.png | |image = GBA2_AC_f_SK_0001.png | ||
|hitbox = GBA2_AC_f_SK_0001_hitbox.png | |hitbox = GBA2_AC_f_SK_0001_hitbox.png | ||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = | | damage = 21 | ||
| guard = High/Low | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 12 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 25 | ||
| advHit = | | advHit = 5/7/7 | ||
| advBlock = | | advBlock = -12/-14/-14 | ||
| properties = | | properties = | ||
| description = 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. | | description = 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. | ||
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{{MoveData | {{MoveData | ||
|name='''Anvil Drop''' | |name='''Anvil Drop''' | ||
|input = j. | |input = j.dWK | ||
|image = GBA2_AC_a_d_WK_0001.png | |image = GBA2_AC_a_d_WK_0001.png | ||
|hitbox = GBA2_AC_a_d_WK_0001_hitbox.png | |hitbox = GBA2_AC_a_d_WK_0001_hitbox.png | ||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = | | damage = 10.5 | ||
| guard = High | | guard = {{Tooltip|text=High|color=red|hovertext=Can be stand and air blocked}} | ||
| startup = | | startup = 7 | ||
| active = | | active = ∞ | ||
| recovery = | | recovery = 6 | ||
| advHit = | | advHit = 5/11/16 | ||
| advBlock = | | advBlock = 6/11/NA | ||
| properties = | | properties = | ||
| description = 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. | | description = 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. | ||
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{{MoveData | {{MoveData | ||
|name='''Acguy Smash''' | |name='''Acguy Smash''' | ||
|input = j. | |input = j.dSP | ||
|image = GBA2_AC_a_d_SP_0001.png | |image = GBA2_AC_a_d_SP_0001.png | ||
|hitbox = GBA2_AC_a_d_SP_0001_hitbox.png | |hitbox = GBA2_AC_a_d_SP_0001_hitbox.png | ||
|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = | | damage = 17.5 | ||
| guard = High | | guard = {{Tooltip|text=High|color=red|hovertext=Can be stand and air blocked}} | ||
| startup = | | startup = 12 | ||
| active = | | active = 2 | ||
| recovery = | | recovery = 11 | ||
| advHit = | | advHit = 13/2/4 | ||
| advBlock = | | advBlock = 2/0/NA | ||
| properties = | | properties = | ||
| description = Acguy does an overhead swing with both arms. Mostly air combo filler. | | description = Acguy does an overhead swing with both arms. Sends the opponent downward on hit. Mostly air combo filler. | ||
}} | }} | ||
}} | }} | ||
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| damage = 2.625x4 | | damage = 2.625x4 | ||
| guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}}/{{Tooltip|text=Shield|color=purple|hovertext=Characters with the shield ability can absorb this attack when active.}} | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}}/{{Tooltip|text=Shield|color=purple|hovertext=Characters with the shield ability can absorb this attack when active.}} | ||
| startup = | | startup = 15, 4, 4, 4 | ||
| active = | | active = | ||
| recovery = | | recovery = 49 | ||
| advHit = | | advHit = -18/-20/-18 | ||
| advBlock = | | advBlock = -20/-22/-22 | ||
| properties = Ammo, Projectile, Priority 1 | | properties = Ammo, Projectile, Priority 1 | ||
| description = 4 shots. 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. | | description = 4 shots. 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. | ||
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| damage = 2.625x8 | | damage = 2.625x8 | ||
| guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 15, 4, 4, 4, 4, 4, 4, 4 | ||
| active = | | active = | ||
| recovery = | | recovery = 49 | ||
| advHit = | | advHit = -18/-20/-18 | ||
| advBlock = | | advBlock = -20/-22/-22 | ||
| properties = Ammo, Projectile, Priority 1 | | properties = Ammo, Projectile, Priority 1 | ||
| description = 8 Shots. Same as above, but uses 80 ammo for twice as many hits. | | description = 8 Shots. Same as above, but uses 80 ammo for twice as many hits. | ||
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| damage = 16x3 | | damage = 16x3 | ||
| guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 20, 6, 6 | ||
| active = | | active = 4, 4, 6 | ||
| recovery = | | recovery = 32 | ||
| advHit = | | advHit = -12/-14/-12 | ||
| advBlock = | | advBlock = -14/-16/-16 | ||
| properties = | | properties = | ||
| description = Acguy stabs up and forward with an spinning claw. The hitbox can miss opponents at close range and opponents can fall out of hits at absolute 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 grounded block, though its range mitigates that a bit. The hitbox placement makes it alright as an anti-air at specific angles and it can be used for chip damage on falling opponents. | | description = Acguy stabs up and forward with an spinning claw. The hitbox can miss opponents at close range and opponents can fall out of hits at absolute 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 grounded block, though its range mitigates that a bit. The hitbox placement makes it alright as an anti-air at specific angles and it can be used for chip damage on falling opponents. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
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| damage = 16, 24 | | damage = 16, 24 | ||
| guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 9, 7 | ||
| active = | | active = 9-15, 16-24 | ||
| recovery = | | recovery = 20 | ||
| advHit = | | advHit = -20/-20/-20 | ||
| advBlock = | | advBlock = -22/-24/-24 | ||
| properties = Launch | | properties = Launch, Invincible F1-9 | ||
| description = Acguy does a rising uppercut. This move has invincibility that lasts into | | description = Acguy does a rising uppercut. This move has invincibility that lasts into the first active frame, which is valuable in scramble scenarios. It sends aerial opponents upward, so it's a good anti-air option despite being pretty minus on hit or block. 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. Acguy is left in the air for the entirety of its recovery, which can foil some opponents' punishes. Good for keeping poke-centric characters on their toes. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name='''Drill Claw''' | |name='''Drill Claw''' | ||
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| damage = | | damage = | ||
| guard = {{Tooltip|text=Shield|color=purple|hovertext=Characters with the shield ability can absorb this attack when active.}} | | guard = {{Tooltip|text=Shield|color=purple|hovertext=Characters with the shield ability can absorb this attack when active.}} | ||
| startup = | | startup = 56 | ||
| active = | | active = 27 (dive) | ||
| recovery = | | recovery = 29 (on hit) | ||
| advHit = | | advHit = 8/-8/-7 | ||
| advBlock = | | advBlock = NA | ||
| properties = Unblockable | | properties = Unblockable | ||
| description = Acguy spins both claws and jumps into the opponent. Generally too slow to use against a knowledgeable opponent, but it deals pretty good damage. | | description = Acguy spins both claws and jumps into the opponent. Generally too slow to use against a knowledgeable opponent, but it deals pretty good damage. 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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name='''Rolling Maximum''' | |name='''Rolling Maximum''' | ||
|input = | |input = qcfX+X | ||
|image = GBA2_AC_qcf_2_0001.png | |image = GBA2_AC_qcf_2_0001.png | ||
|hitbox = GBA2_AC_qcf_2_0001_hitbox.png | |hitbox = GBA2_AC_qcf_2_0001_hitbox.png | ||
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|data= | |data= | ||
{{AttackData-GBA2 | {{AttackData-GBA2 | ||
| damage = | | damage = 9.625 x ? | ||
| guard = High/Low | | guard = {{Tooltip|text=High/Low|color=orange|hovertext=Can be stand, crouch, and air blocked.}} | ||
| startup = | | startup = 2 | ||
| active = | | active = 77+ | ||
| recovery = | | recovery = 28 | ||
| advHit = | | advHit = ? | ||
| advBlock = | | advBlock = ? | ||
| property = Invincible | | property = Invincible F1-7 | ||
| description = 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. The super freeze also gives the enemy time to react with a suitable counter. | | description = 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. The super freeze also gives the enemy time to react with a suitable counter. In combos, 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 just using it post-overheat. If the opponent overheats in the corner, you can dash forward and use this while they're near the ground and it will take the opponent out of the corner, which can help with post-overheat pressure by giving you the ability to left/right mix-up with '''j.WK'''. | ||
}} | }} | ||
}} | }} | ||
Line 498: | Line 500: | ||
'''5WP > 5WK > 2WK > 2WP > 5SK''' | '''5WP > 5WK > 2WK > 2WP > 5SK''' | ||
Standard | '''42.9 damage.''' Standard non-loop ground BnB that leaves you at +12 and the opponent in the air afterward. The opponent can buffer an air special, dodge, or block, but any normal that doesn't immediately change their fall speed will not come out before they land, which puts Acguy at +16 in that situation. You can add up to two extra '''5WP'''s at the beginning if you dash forward beforehand, and this is how you want to finish off a life bar in the middle of a '''WP''' loop. One important consideration is that it leaves Acguy at about fullscreen distance afterward when done outside of the corner but only about half-screen distance when done in the corner. In the corner, that's close enough to reliably force a high/low mix-up if the opponent doesn't commit to an invincible option as they land, so if you aren't confident in long WP loops, you have the option of transitioning into this combo for a potential reset after you've moved them to the corner. | ||
'''(5WP > 5WP > 5WP, 66) xN''' | '''(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. | 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 | As long as your chained '''5WP'''s 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. | ||
'''j.WP > j.WK > j.SP > j.2SP > j.SK''' | '''j.WP > j.WK > j.SP > j.2SP > j.SK''' | ||
Air-to-ground combo that | '''47.67 damage.''' Air-to-ground combo that deals solid damage. | ||
=== Corner === | === Corner === | ||
'''5WP > 5WK > 2WK > 2WP xx | '''5WP > 5WK > 2WK > 2WP xx 626SP''' | ||
Slight | '''48.74 damage.''' Slight change from the non-loop grounded combo. This launches the opponent in the air, which can be good for continuing pressure on some opponents. | ||
Line 1,014: | Line 1,016: | ||
! j.WK | ! j.WK | ||
| - || 2WK || 5SP, 2SP || 5SK || Yes | | - || 2WK || 5SP, 2SP || 5SK || Yes | ||
|- | |||
! j.2WK | |||
| - || - || - || - || Yes | |||
|- | |- | ||
! j.SP | ! j.SP | ||
| - || - || 2SP || 5SK || Yes | | - || - || 2SP || 5SK || Yes | ||
|- | |||
! j.2SP | |||
| - || - || - || 5SK || Yes | |||
|- | |- | ||
! j.SK | ! j.SK | ||
| - || - || - || - || No | | - || - || - || - || No | ||
|- | |- | ||
|} | |} |
Latest revision as of 07:58, 26 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
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Character Summary
- Special Moves
- 26P (Air OK) - Machine Gun: Quick tracking projectile. Uses ammo and number of shots depends on button strength.
- 24P - Claw Rush: Outstretched 3-hit poke at a 45-degree angle.
- 626P - Jump Upper: Jumping uppercut. Invincible on startup.
- 623P - Drill Claw: Slow forward-leaping unblockable.
- Super
- 26X+X - Rolling Maximum: Rolls back and forth around the stage. Unsafe on hit or block.
- Command Normals
- 6SK - Handstand Kick: Fairly quick upside-down kick.
- j.2LK - Anvil Drop: Knee drop that changes air trajectory.
- j.2SP - Acguy Smash: Forward arm swing.
- Damage Taken = 125% (D)
- Walk Speed = Forward: 3 (A), Back: 2 (A)
- Dash Speed = 9 (SS)
- Button + Button action = Dodge
- Backdash Type = Hop
Simple ground combo: 5WP > 5WK > 2SP > 5SK
All damage values were tested on characters with 100% damage taken
Normal Moves
WP
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SP
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WK
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SK
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2WP
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2SP
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2WK
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2SK
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j.WP
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j.SP
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j.WK
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j.SK
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Command Normals
Handstand Kick
fSK |
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Anvil Drop
j.dWK |
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Acguy Smash
j.dSP |
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Special Moves
Machine Gun
qcfP (Air OK) |
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Claw Rush
qcbP |
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Jump Upper
dpP |
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Drill Claw
hcbP |
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Super Move
Rolling Maximum
qcfX+X |
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Strategy
Neutral
Acguy's poor range and hitboxes can make it difficult to poke at a distance, so you'll generally be looking for opportunities to get up close with frame advantage instead.
Because Acguy's forward dash (66) is the second fastest in the game, can be canceled at any time, and provides forward momentum to anything you cancel into, most of your grounded tools greatly benefit from a prior forward dash. Use it well and often. Forward dash into block is a quick and safe approach that lets you test how your opponent likes to react to your grounded approach.
Acguy's thrusters are slightly more powerful than the average character, and the extra distance covered allows you to jump on top of an opponent from full screen with a prior forward dash. Combined with j.2LK, which cancels all momentum and falls straight down, you can avoid most opponents' neutral tools while keeping you safe enough to start your offense on hit or block. j.WP lets you threaten a slightly different angle and sticks out a constant hitbox while still approaching. It's also a decent air-to-air in case they try to meet you halfway.
On the ground, you can low profile some pokes with a forward dash into 2SK, which nets you a knockdown for safe pressure. If the opponent doesn't keep out hitboxes to threaten your approach, you can go in swinging with 5WP which has great frame advantage on block, but you may open yourself up to a full combo if the opponents is proactive.
If the opponent is above you, 626P will beat many approaches due to its invincibility, and an air block makes it difficult to punish. This can also be used to call out obvious ground pokes, but missing will cost you dearly. Low health means you'd rather play it safe instead of gambling.
Offense
Acguy's entire goal on offense is centered around comboing into WP loops for high damage through a potent high/low mix-up game. The combo you seek to go into after a successful hit from that mix-up is this:
3WP [(66 5WP > 5WP > 5WP > 5WP) xN]
c.WP has the range needed to combo from a high or low hit. Make sure you're holding Down-Forward, or else 66 5WP will turn into a Machine Gun input and you will be punished hard even if it hits.
Here are some of the advantages associated with each of those moves and how you should try to convert off of them:
j.2WK
This move simplifies Acguy's approach against most opponents; you can boost over most grounded moves, cut your jump short with a constant falling hitbox, and end up on top of the opponent with frame advantage. While you're in, it's a dangerous threat by virtue of a potential instant overhead as well as boosting forward and creating a left/right mix-up. When you're up close, you can follow up most blocked hits with a jump into a j.2WK as an instant overhead, and if it's done low to the ground you have enough frame advantage to try a second high/low mix-up if the opponent doesn't dodge or use an invincible reversal.
j.WP
This move creates a constant hitbox farther forward, and since it doesn't cut any forward momentum from a jump or boost, it is better for approaching at an angle and staying on top of the opponent afterward. Perhaps a bit niche compared to the immediate value that j.2WK provides, but it chains into itself on hit while still moving forward, so it's easier to hit confirm into.
66 2WK
This is Acguy's only low option for going into loops, and following up with WP loops requires a forward dash before the 2WK. The greatest difficulty here comes from a tight link window into 3WP due to 2WK's long animation length and inability to chain into a WP.
66 cl.6SP
After a successful rep of the WP loop, you can press 6SP a couple frames after you would time another rep of the loop and get a stun if the opponent isn't proactive about escaping. This resets your combo damage and puts less demand on your execution, but it gives the opponent more time to respond than attempting a reset with one of your other options.
Defense
Acguy doesn't have much in the way of defense outside of universal options. 626P has invincibility that lasts a couple frames past its active frames, so you can stop up-close pressure if there's a gap in an opponent's blockstring, and it works well as an anti-air due to sending the opponent upward on block. j.2LK pairs well with both upward dodge and thrusters to misdirect opponents and quickly switch from defense to offense. 26P deals little damage but is a safe poke at a distance if the opponent doesn't have beam projectiles and it nets you free damage on opponents looking to stuff your ground approach with their own preemptive poke.
Combos
Midscreen
5WP > 5WK > 2WK > 2WP > 5SK
42.9 damage. Standard non-loop ground BnB that leaves you at +12 and the opponent in the air afterward. The opponent can buffer an air special, dodge, or block, but any normal that doesn't immediately change their fall speed will not come out before they land, which puts Acguy at +16 in that situation. You can add up to two extra 5WPs at the beginning if you dash forward beforehand, and this is how you want to finish off a life bar in the middle of a WP loop. One important consideration is that it leaves Acguy at about fullscreen distance afterward when done outside of the corner but only about half-screen distance when done in the corner. In the corner, that's close enough to reliably force a high/low mix-up if the opponent doesn't commit to an invincible option as they land, so if you aren't confident in long WP loops, you have the option of transitioning into this combo for a potential reset after you've moved them to the corner.
(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.
j.WP > j.WK > j.SP > j.2SP > j.SK
47.67 damage. Air-to-ground combo that deals solid damage.
Corner
5WP > 5WK > 2WK > 2WP xx 626SP
48.74 damage. Slight change from the non-loop grounded combo. This launches the opponent in the air, which can be good for continuing pressure on some opponents.
j.WP > j.WK > j.SP > j.2SP > j.SK xx 26SP
Slight extension of the standard air-to-ground non-loop combo. A very low hit on j.SK is required to have the Machine Gun combo properly and it's unsafe on hit, but it's fine if you get an overheat. That said, you should really just combo j.WP into loops instead.
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Specific Matchups
Neue Ziel (Even) [Character Page] |
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Big Zam (Advantage) [Character Page] |
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Hydra (Disadvantage) [Character Page] |
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Epyon [Character Page] |
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Dark [Character Page] |
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Psyco [Character Page] |
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Quin Mantha [Character Page] |
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Acguy [Character Page] |
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Hygogg [Character Page] |
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GP-02A [Character Page] |
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Gundam ZZ [Character Page] |
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Ball [Character Page] |
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Zeong [Character Page] |
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Sazabi [Character Page] |
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RX-78 [Character Page] |
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Zaku II [Character Page] |
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v Gundam [Character Page] |
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Zaku IIS [Character Page] |
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Heavy Arms [Character Page] |
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Sandrock [Character Page] |
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Wing [Character Page] |
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Deathscythe [Character Page] |
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Altron [Character Page] |
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Tallgeese III [Character Page] |
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Bolt [Character Page] |
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Dragon [Character Page] |
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Burning [Character Page] |
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Maxter [Character Page] |
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Rose [Character Page] |
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Master [Character Page] |
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Zeta [Character Page] |
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The-O [Character Page] |
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Qubeley [Character Page] |
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Hamma Hamma [Character Page] |
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Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
| Frames | Frame Advantage | Attack | Total | Startup | On Hit | On Block | Notes Normals --------------------------------------- 5WP | | | | | 5SP | | | | | 5WK | | | | | 5SK | | | | | 2WP | | | | | 2SP | | | | | 2WK | | | | | 2SK | | | KD | | j.WP | | | | | j.SP | | | | | j.WK | | | | | j.SK | | | | | Command Normals --------------------------------------- 6SK | | | | | j.2WK | | | | | j.2SP | | | | | Specials --------------------------------------- 26P | | | | | 24P | | | | | 624P | | | | | 626P | | | | | 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, 6SK | Yes |
2WP | 5WP[+], 2WP[+] | 5WK, 2WK | 5SP, 2SP | 5SK, 2SK, 6SK | Yes |
5WK | - | 2WK | 5SP, 2SP | 5SK, 2SK, 6SK | Yes |
2WK | - | - | 5SP, 2SP | 5SK, 2SK, 6SK | Yes |
5SP | - | - | 2SP | 5SK, 6SK, 2SK | Yes |
2SP | - | - | - | 5SK, 6SK, 2SK | Yes |
5SK | - | - | - | 6SK, 2SK | No |
2SK | - | - | - | 6SK | No |
6SK | - | - | - | - | No |
WP | WK | SP | SK | Special Cancel | |
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j.WP | WP | 5WK, 2WK | 5SP, 2SP | 5SK | Yes |
j.WK | - | 2WK | 5SP, 2SP | 5SK | Yes |
j.2WK | - | - | - | - | Yes |
j.SP | - | - | 2SP | 5SK | Yes |
j.2SP | - | - | - | 5SK | Yes |
j.SK | - | - | - | - | No |
- Claw Rush (24P) and Drill Claw (624P) 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.
Acguy Wiki Roadmap
52% complete | ||
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Page | Completed | To-do | Score |
---|---|---|---|
Introduction and movelist are mostly filled out. |
Frame data and damage values needed. Consider trimming the fat on word count. |
20/25 | |
Strategy |
Full strategy has been added. |
Clean up formatting. |
20/25 |
Combos |
Recommended combos are listed. |
Add character-specific limitations for the WP loop and its starters. |
12/16 |
Matchups |
Untouched so far. |
Matchup info needed on every character. |
0/34 |