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
Strengths
Weaknesses
Great Speed and Mobility: With the second fastest forward dash, good thruster travel distance, and the ability to cancel air momentum with Anvil Drop, Acguy can get to its ideal spacing quickly and reliably.
Reliable Pressure and Mix-Ups: 5WP and 2WP have great frame advantage on block and will force most opponents to dodge upward in order to escape. A simple high-low mix-up between j.2WK and 2WK is very dangerous against grounded opponents. Either of these attacks can be followed up by 2WP and 5WP on block or hit, and if it's the latter...
WP Loops: ...It can be followed up with [Forward Dash -> 5WP x3-4] xN until the opponent overheats. This is Acguy's primary source of damage and your goal is ultimately to land this loop three times to win the game. It takes some practice to perform consistently, but is essential to making the most out of the character.
Good Invincible Special: The Acguy Uppercut has invincibility on startup that lasts until after the first couple active frames, which is fairly rare in GBA2. On hit, it puts the opponent above you in a way that gives you the ability to cross under the opponent or juggle with repeated Uppercuts, as it's relatively safe on block when used on an opponent in the air. The horizontal range is much improved when done out of a forward dash, giving it some surprise factor.
Poor Range: Acguy's tiny frame and limbs mean that outside of specific scenarios, he is generally outranged in the neutral position and doesn't have much in the way of traditional footsies.
Very Low Health: It has the second-lowest armor value in the game, so trades and battles of attrition are pretty much never in Acguy's favor.
Low Damage Values: While it's less of a problem when you're doing WP loops, Acguy has the second-lowest base damage value in the game, so most of his individual attacks deal relatively little damage. This makes him very reliant on his close-range game.
Bad Special Moves Outside of Uppercut: Most of Acguy's special moves are situational at best and useless at worst. Machine Gun is a functional projectile but has poor damage and tracking. Claw Rush and Drill Claw are slow and easy to avoid in most cases, so Acguy is highly reliant on his normal moves in every matchup.
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 tiny bit of extra damage after an overheat.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
XX - Special name: Quick description of a special move.
Super
26X+X - Super name: Quick description of their super.
Command Normals
6X - Command normal name: Quick description of the command normal.
Stats & vitals
Damage Taken = How much damage they take, their armor.
Walk Speed = Their walk speed number, note if it's faster than normal.
Dash Speed = Their dash speed, note if it's faster than normal.
Button + Button action = Their defensive action, Spot Dodge or I-Field
Backdash Type = What type of backdash they have, Hop, Thrusters, or None.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
Combo desc
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?
Overview: Describe overall the flow of the matchup.
Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
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"
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
Chains
WP
WK
SP
SK
Special Cancel
5WP
-
-
-
-
Yes/No
2WP
-
-
-
-
Yes/No
5WK
-
-
-
-
Yes/No
2WK
-
-
-
-
Yes/No
5SP
-
-
-
-
Yes/No
2SP
-
-
-
-
Yes/No
5SK
-
-
-
-
Yes/No
2SK
-
-
-
-
No
Air Chains
WP
WK
SP
SK
Special Cancel
j.WP
-
-
-
-
Yes/No
j.WK
-
-
-
-
Yes/No
j.2WK
-
-
-
-
Yes/No
j.SP
-
-
-
-
Yes/No
j.SK
-
-
-
-
Yes/No
j.2SK
-
-
-
-
Yes/No
Specials
Cancel Options
XP
XP, XK
XP
XP, XK
Special Name (Input), Special Name (Input), and Special Name(Input) 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.