Gundam: Battle Assault 2/Acguy: Difference between revisions
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| active = 2 | | active = 2 | ||
| recovery = 5 | | 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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| active = 2 | | active = 2 | ||
| recovery = 11 | | recovery = 11 | ||
| advHit = | | advHit = 8/6/8 | ||
| advBlock = 0 | | 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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| active = 4 | | active = 4 | ||
| recovery = 7 | | 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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| active = 2 | | active = 2 | ||
| recovery = 19 | | recovery = 19 | ||
| advHit = | | advHit = -4/-6/-4 | ||
| advBlock = -8 | | 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. 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. | | 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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| active = 2 | | active = 2 | ||
| recovery = 5 | | 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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| active = 2 | | active = 2 | ||
| recovery = 15 | | recovery = 15 | ||
| advHit = | | advHit = 0/0/0 | ||
| advBlock = -4 | | 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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| active = 2 | | active = 2 | ||
| recovery = 9 | | 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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| recovery = 21 | | recovery = 21 | ||
| advHit = KD | | advHit = KD | ||
| advBlock = -10 | | 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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| active = ∞ | | active = ∞ | ||
| recovery = N/A | | 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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| active = 2 | | active = 2 | ||
| recovery = 11 | | recovery = 11 | ||
| advHit = | | advHit = 14/2/4 | ||
| advBlock = 0 | | 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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| active = 4 | | active = 4 | ||
| recovery = 11 | | 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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| active = 4 | | active = 4 | ||
| recovery = 13 | | recovery = 13 | ||
| advHit = | | advHit = 0/-2/0 | ||
| advBlock = -4 | | 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. | ||
}} | }} | ||
}} | }} |
Revision as of 16:48, 22 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 = 3 (A)
- Dash Speed = 9 (SS)
- Button + Button action = Spot Dodge
- Backdash Type = Hop
Simple ground combo: 5WP > 5WK > 2SP > 5SK
All damage values were tested on characters with 100% damage taken * = remove 2 less frames of hitstun when hitting a standing opponent
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
Standard grounded non-loop ground BnB. 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.
(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
Air-to-ground combo that doesn't require WP loops but deals pretty solid damage. You can add up to two j.WPs at the beginning if you start it near the beginning of a jump.
Corner
5WP > 5WK > 2WK > 2WP xx 26SP
Slight increase in damage from the non-loop grounded combo. Same deal in that you can add one or two 5WPs to the beginning if you have dash momentum prior.
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.SP | - | - | 2SP | 5SK | Yes |
j.SK | - | - | - | - | No |
j.2WK | - | - | - | - | Yes |
j.2SP | - | - | - | 5SK | Yes |
- 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 |
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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 |