Gundam: Battle Assault 2/Burning: Difference between revisions
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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 instead. | ||
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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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| 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. | ||
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| advBlock = | | advBlock = | ||
| properties = Projectile (After First Hit) | | properties = Projectile (After First Hit) | ||
| description = | | 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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| 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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| 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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| 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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Revision as of 11:40, 30 January 2024
Introduction
Burning is an asshole. You run at people, hit them a few times, then beam their ass. If they somehow live it you're probably just gonna chip'em out anyways. This dude has an invincible command dash that's air OK, so keeping him out is a chore. Hope your buttons whiff cancel or have low recovery. And even then he can cancel it into DP. If he hits you, his super is one of the best in the game and will probably take a stock. Thankfully, his mixup isn't anything special although it's definitely not the worst in the game, trying to find when to interrupt his pressure is difficult and if he catches you slacking he'll grab you into full combo.
Archetype: Rushdown
Strengths | Weaknesses |
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All damage values were tested on characters with 100% damage taken
Character Summary
- Special Moves
- 26P (Air OK) - Vulcan Guns: Ammo attack, varies with button strength. Shoots small, fast projectiles.
- 24P (Air OK) - Burning Finger: Charging multi-hit punch.
- 426P (Air OK) - Tenkyoken: Hadouken-esque projectile that doesn't go full screen but has high priority.
- 624P - Burning Finger Sword: Slow and short ranged unblockable.
- 626P - Burning Finger Uppercut: Short range punch into burning finger, high damage combo ender.
- 264P - Heat End: Hit grab that does a ton of damage and can be canceled into other specials for combos.
- 626K (Air OK) - Jumping Knee: Invincible DP.
- 24K (Air OK) - Burning Dash: Invincible forward dash that can cancel into normals or specials, excellent in neutral, pressure and defense. Can't be canceled into.
- Super
- 26X+X - Sekiha Tenkyoken: Big and fast beam super, excellent for combos and punishes.
- Command Normals
- j.2WK - Knee Kick: Divekick, good for overhead mixups.
- j.SK - High Kick: Upwards flying kick.
- Damage Taken = 93.75% (A+)
- Walk Speed = 3
- Dash Speed = 6
- Button + Button action = Spot Dodge
- Backdash Type = Hop
Basic BNB: 5WP > 5WP > 5SP > 5SK
Normal Moves
5WP
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5SP Caption Caption
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5WK
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5SK
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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
Knee Kick
j.2WK |
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Toggle Hitboxes Toggle Hitboxes
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High Kick
j.2SK |
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Toggle Hitboxes Toggle Hitboxes
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Special Moves
Vulcan Guns
26P (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Burning Finger
24P (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Tenkyoken
426P (Air OK) |
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Burning Finger Sword
624P |
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Burning Finger Uppercut
626P |
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Heat End
264P |
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Jumping Knee
626K (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Burning Dash
24K (Air OK) |
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Toggle Hitboxes Toggle Hitboxes
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Super Move
Sekiha Tenkyoken 26X+X Funny and/or informative caption Funny and/or informative caption
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Strategy
Neutral
F
Offense
F. Add additional categories as needed
Additional Resources
Links to any additional resources, delete category if there are none.
Combos
Midscreen
5WP > 5WP > 5SP > 5SK
- Damage. Combo desc.
Corner
Combo Example
- Damage'. Combo desc.
Matchups
Overall
His general matchup spread, how good is he across the board. Does he have weaknesses against an archetype? Does he do especially well against a group?
Specific Matchups
Neue Ziel [Character Page] |
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Big Zam [Character Page] |
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Hydra [Character Page] |
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Epyon [Character Page] |
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Dark [Character Page] |
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Psyco (Disadvantage) [Character Page] |
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Quin Mantha [Character Page] |
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Acguy [Character Page] |
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Hygogg [Character Page] |
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GP-02A (Advantage) [Character Page] |
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Gundam ZZ [Character Page] |
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Ball [Character Page] |
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Zeong [Character Page] |
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Sazabi [Character Page] |
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RX-78 [Character Page] |
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Zaku II [Character Page] |
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v Gundam [Character Page] |
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Zaku IIS [Character Page] |
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Heavy Arms [Character Page] |
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Sandrock [Character Page] |
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Wing [Character Page] |
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Deathscythe [Character Page] |
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Altron [Character Page] |
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Tallgeese III [Character Page] |
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Bolt [Character Page] |
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Dragon [Character Page] |
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Burning (Even) [Character Page] |
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Maxter [Character Page] |
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Rose [Character Page] |
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Master [Character Page] |
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Zeta [Character Page] |
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The-O [Character Page] |
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Qubeley [Character Page] |
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Hamma Hamma [Character Page] |
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Frame Data
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
| Frames | Frame Advantage | Attack | Total | Startup | On Hit | On Block | Notes Normals --------------------------------------- 5WP | | | | | 5SP | | | | | 5WK | | | | | 5SK | | | | | 2WP | | | | | 2SP | | | | | 2WK | | | | | 2SK | | | | | j.WP | | | | | j.SP | | | | | j.WK | | | | | j.SK | | | | | Command Normals --------------------------------------- j.2WK | | | | | j.2SK | | | | | Specials --------------------------------------- 26WP | | | | | 26SP | | | | | 24P | | | | | 426P | | | | | 624P | | | | | 626P | | | | | 264P | | | | | 626K | | | | | ?F~?F Invincible 24K | | | | | ?F~?F Invincible Super --------------------------------------- 26X+X | | | | | ?F~?F invincible
Chain Table
WP | WK | SP | SK | Special Cancel | |
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5WP | 5WP[+], 2WP[+] | 5WK, 2WK | 5SP, 2SP | 5SK, 2SK | Yes |
2WP | 5WP[+], 2WP[+] | 5WK, 2WK | 5SP, 2SP | 5SK, 2SK | Yes |
5WK | - | - | - | 5SK, 2SK | Yes |
2WK | - | - | - | 5SK, 2SK | Yes |
5SP (Second Hit Only) | - | 2WK | - | 5SK, 2SK | Yes |
2SP | - | - | - | 5SK, 2SK | Yes |
5SK | - | - | - | - | Yes |
2SK | - | - | - | - | No |
WP | WK | SP | SK | Special Cancel | |
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j.WP | - | j.WK, j.2WK | j.SP | j.SK, j.2SK | Yes |
j.WK | - | - | j.SP | j.SK, j.2SK | Yes |
j.2WK | - | - | j.SP | j.SK, j.2SK | No |
j.SP | - | - | - | j.SK, j.2SK | Yes |
j.SK | - | - | - | - | Yes |
j.2SK | - | - | - | - | Yes |
Cancel Options | |
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24P | 426P, 626P, 264P, 626K |
264P | 26P, 24P, 426P |
- Burning Finger Sword and Burning Dash cannot be special canceled into.
- X = X is available on hit
- X[+] = X is available on hit, block, or whiff
Trivia
- Trivia
Burning Wiki Roadmap
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Page | Completed | To-do | Score |
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Strategy | 0/25 | ||
Combos | 0/16 | ||
Matchups | 0/34 |