As one of the most brutish suits in the game, Bolt Gundam represents Neo-Russia, and in style as he utilizes his powerful close-range strength to shoulder charge and harass opponents on the ground, making Bolt one of the most dangerous suits to fight at close-range in the game. As a face-to-face suit, Bolt can grab, slam, and flailing his opponents with the Graviton Hammer. His strength shows as his vulcans deliver damaging power at range, or whether he delivers slow-gravity kicks or Gaia Crusher to deliver weighty blows to his opponent's faces. Despite his brute strength, Bolt is one of the slowest suits in the game, with the slowest dash cycle in the entire game, second only to the likes of Psyco and Big Zam. While the character has powerful grappling moves, typical of his Neo-Russian Zangief nature, Bolt does not make them a primary part of his playstyle, rather it is his opponents that will be doing most of the grabbing as you throw out shoulder charge upon shoulder charge. As long as you do not let your opponents outrange you; keep close, and keep the pressure on, then you will have no problem turning the ground into a threatening force. And when the skies are open for fighting, keep on with j.SP to maneuver and box your opponents into the air, mix them up, and prey upon their blindspots.
Archetype: Juggernaut and Dominating
Strengths
Weaknesses
Chainable Shoulder Charge: As Bolt's strongest move, it possesses super armor properties and borders on being broken when chained repeatedly (and perfectly), as the only effective counter for this move is to dodge away or grab. This move however has a tendency to miss crouching characters and should be kept in mind. Bolt's super charge can make close range and ground combat unapproachable in many matchups due to its polarizingly powerful nature.
Anti-Airs: With a combination of moves from j.SP, head-mounted Vulcans, 2SP, and a 5-frame 5WK, Bolt has many options for dealing with aerial opponents. j.SP in particular extends his vertical mobility game and cna follow up into Vulcan for extra damage, allowing him to push opponents into the top corner of the map easily, allowing him effective options against quick rise and jump-in approaches.
Mix-Up Potential: On top of being able to repeatedly shoulder charge your opponents, a Double Punch unblockable, and his active multi-hit 6SP move. When crossing up opponents you can use your j.SP, or j.2SP moves to harass and trick up opponents from above or below, giving him multi-directional approaches from the air. Furthermore j.SP can be used to timer scam and stall at the top of the map.
Worst Dash Speed: Bolt has some of the worst dash speed in the game, owing to itself as being one of the heavier suits, it cannot chase down or overpower suits by speed alone, allowing other mechs to easily reposition itself when fighting against Bolt.
Underwhelming Super: Even if you land the super move, getting all hits to connect, and finding an effective window to throw this move, it can be tough to make effective use of his super, as it has slow and punishable startup when activated. It doesn't do too much damage by itself, although it can be used repeatedly to extend combos OTG.
Ranged Encounters: While Bolt fires his Vulcans twice, and fast, unlike most Vulcans Bolt cannot fire it continuously and repeatedly due to ammo consumption. Furthermore since it is head mounted, it will fail to punish suits that are falling, or when stuffing out certain projectile fights due to its unorthodox angle. On top of the dash speed, his only other option for approaching ranged fights is to use shoulder tackle and take damage.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
26P - Vulcan Guns: Quick, ammo-heavy, head-mounted tracking projectile, uses ammo and number of shots depends on button strength.
24P - Graviton Hammer: Ground flail move that swings across the screen, execute twice to release a follow up hit.
626P - Body Slam: Command grab, can be blocked. Can be used as a damaging set-up for super, and OTG.
626K - Shoulder Charge: Super-armor shoulder tackle that can be combo-d into for heavy damage and OTG set-ups. Can be chained repeatedly, punishable solely by grab.
Super
26X+X - Gaia Crusher: Quick description of their super.
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.