Wing Zero is the protagonist mecha bearing the name of its respective series - Gundam Wing, one of the most recent and anticipated series around during the time of the launch of Gundam Battle Assault 2 in North America. Unlike his previous incarnation in Gundam Battle Assault 1, of which he was also the sole signature character of both in-story and on the cover; Wing is now a fully unique suit, no longer as a crude clone of Zeta Gundam. With his former iteration based upon Wing's original television design - instead his design is based upon his Endless Waltz movie design, the XXXG-00W0 Wing Gundam Zero.
Perhaps one of the most notable takeaways from Wing's gameplay is his myriad of tools he can use to zone out, disrupt, and punish the opposing player. From endless vulcan and buster rifles, to slide kicks and bird tackles, Wing has the means to keep the opponent playing his game - however these tools aren't perfect themselves, and because of this he may adopt a mix of styles to get in and keep the opponent carefully distanced, without any particular strengths at range. Although Wing functions well as a zoner, he has relatively decent normals and great punishes once you add in his super move. Ultimately Wing is a popular and versatile character who functions as an all-rounder that specializes in zoning. Because of this Wing has been consistently rated as a high-level character despite his low health and questionable offense.
Archetype: Zoner / Bait & Punish
Strengths
Weaknesses
Projectile Plethora: With nearly every projectile at his disposal from spammy vulcans, to ammo-less beams that come from normals, charge shots that absorb projectiles and override melee hits, and finally a buster rifle that can be thrown 4 times from one boost - Wing has a myriad of ways to potentially stall out and prolong his opponent. If your opponent attempts to combat these projectiles, it will certainly leave them open for a super punish or bird tackle.
Zone-Breaking Moves: While Wing is a zoner, he has the ability to play as a counter-zoner and get into situations by using Bird Tackles and slide kick to punish from mid range, with these moves being safe depending on the opponent's circumstance.
Great Super: Wing's super launches him immediately upwards, which can save him in a lot of situations. This is complemented by its damage and follow-ups into it giving his super great versatility and as a powerful punish.
Hovering & Air-Stalling: While minor, Wing can also prolong himself in the air by holding down while in the air (while not throwing out any moves). Furthermore Wing can use many of his projectiles to stall him out in the air, with one of his best stalling moves (Buster Rifle) can be thrown out multiple times and force your opponent to waste precious boosts to chase you if you have the life-lead.
Weak Health: Wing's armor stats place him in the bottom 4 when it comes to armor-values. This is dangerous and puts him on the same slippery slope as Char Zaku (Zaku IIS). Because of this you will be at a dangerous position when it comes to trades and close-range combat.
Lack of Clear Offense: Despite Wing's myriad of defensive options, he will struggle to find an advantage state when he is fighting with his normals, this is more evident by the fact that Wing Zero does not have a high-low game, and will have greater success trying to punish his opponents mistakes and positioning.
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.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Wing Zero's neutral will almost certainly consistent of weighing his advantage state, while trying to open his opponent up for safe and reliable punishes along the way that don't put Wing at too much risk. This means Wing may alternate being playing defensively and offensively, with one style focusing on zoning, and the other focusing on a rather riskier bait & punish style, with hints of zone-breaking along the mix due to his disruptive moves and reliably strong punishes (such as his super).
Offense
Wing Zero's offense is limited, but he can sometimes get away with slide kick (c.SK) and Bird Tackle to force his way in. He has good jump in options from j.WK, and j.WP which can lead to simple air chains into projectiles. Wing Zero's offense is often times baiting the opponent into making different moves, as Wing often times won't be able to win through chip alone, hence this switch-up in style may be paramount for good Wing Zero play. Because Wing does have a decent set of neutral moves, he can often times claw his way in and throw out dodges and projectiles to play around opponents weaknesses and ultimately bait in for moments to throw out super. This is one of the safer and more traditional Wing approaches at high level play when it comes to safe offense.
Defense
Wing Zero has no problem laying up defensive walls with his projectiles. Vulcans can be spammed as as needed to create distance. Spread shot can be tossed out, and used at close range to waste time around opponents and cause a little bit of damage. And Buster Rifle can be thrown (with good timing) out repeatedly, although the start up does mean the opponent will have time to close in distance, hence it is recommended you do it in the air and boost around near the edges of the screen. Buster Rifle has great depression and elevation for a projectile, with its only notable blindspot being directly below it. Since Wing Zero is defensive, he may struggle against other defensive mechs.
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.