Gundam: Battle Assault 2/Burning

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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
  • Invincible Dash: Go through most of your opponents' options without a care in the world
  • Strong pressure: 5WP and 2WP pressure is incredibly difficult to safely escape from due to Burning's speed and overall low-commitment when using these moves
  • High damage: A few buttons into Super is all he needs to take out a stock
  • Great defense: See "Invincible Dash" above, also a really strong DP reversal that is usually safe on air block
  • Underwhelming ranged options: Although his vulcans can combo into Super, it's not a reliable strategy, and most of his strong options require being up close and personal
  • Weak to active frames: While Burning has quite the strong tools to approach and maintain pressure, he can usually be stopped in his tracks by attacks with a lot of active frames. Hit your head on the wall a few too many times while trying to approach and you will quickly find yourself in the losing end of the match.

All damage values were tested on characters with 100% damage taken

Character Summary

Move list

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.
Stats & vitals

  • Damage Taken = 93.75% (A+)
  • Walk Speed = 3
  • Dash Speed = 6
  • Button + Button action = Spot Dodge
  • Backdash Type = Hop
Quick combo reference

Basic BNB: 5WP > 5WP > 5SP > 5SK

Normal Moves

5WP
GBA2 Burning 5WP.png
Tall characters hate this
Tall characters hate this
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

A standard standing jab. Whiffs on small crouching characters, but medium and larger characters will have nightmares trying to get out of the constant pressure this move can provide.

Toggle Hitboxes
Toggle Hitboxes
5SP
GBA2 Burning 5SP.png
Guilty Gear 6P, is that you?
Guilty Gear 6P, is that you?
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Burning performs a two-hit anti-air uppercut. Be it by sorcery or some other form of witchcraft, Burning's upper body's hurtbox seems almost unexistent when he uses this move, making it a spectacular anti-air. Also frequently used to add damage on grounded combos before cancelling into super.

Toggle Hitboxes
Toggle Hitboxes
5WK
GBA2 Burning 5WK.png
Toe tap
Toe tap
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Short-ranged kick. Due to how good Burning's jabs are, this move sees little use in neutral or in pressure. It does serve as a hitconfirm on some crouching characters where 2SP won't connect, allowing combos into super on those niche situations.

Toggle Hitboxes
Toggle Hitboxes
5SK
GBA2 Burning 5SK.png
If this hit you, you just lost a bar
If this hit you, you just lost a bar
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Kick to the face. Used as combo filler in some specific routes or against specific characters to add a huge chunk of damage before cancelling into super.

Toggle Hitboxes
Toggle Hitboxes
2WP
GBA2 Burning 2WP.png
Below the belt
Below the belt
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Low - - - - - -

Standard low jab. Hits low for some reason, making it really dangerous to try walking away from Burning pressure, as doing so makes you run the risk of getting hit by this and subsequently getting hit by a full combo into super.

Toggle Hitboxes
Toggle Hitboxes
2SP
GBA2 Burning 2SP.png
Super incoming, due immediatelly
Super incoming, due immediatelly
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Below-the-belt punch. One of the most frequent and reliable normals to use as combo filler before cancelling into super.

Toggle Hitboxes
Toggle Hitboxes
2WK
GBA2 Burning 2WK.png
Little bit of a tap
Little bit of a tap
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Low - - - - - -

Crouching low kick. Underwhelming when compared to most other Burning normals, but does have good reach to make up for it overall lack of utility otherwise.

Toggle Hitboxes
Toggle Hitboxes
2SK
GBA2 Burning 2SK.png
Don't forget he has this
Don't forget he has this
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Low - - - - - -

Advancing sweep. Not particularly safe, but has a lot of active frames for when all you need is one last hit to close off a match.

Toggle Hitboxes
Toggle Hitboxes
j.WP
GBA2 Burning jWP.png
The people's elbow, Burning edition
The people's elbow, Burning edition
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Jumping elbow attack. Rather slow and small, making it hard to justify ever pressing it.

Toggle Hitboxes
Toggle Hitboxes
j.SP
GBA2 Burning jSP.png
To the ground you go
To the ground you go
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Downward strike with both fists. Knocks the opponent down when used. Not the best aerial normal, but Burning bends in such a weird way that some attacks will go right under him during the move.

Toggle Hitboxes
Toggle Hitboxes
j.WK
GBA2 Burning jWK.png
They told me to pick a character that plays footsies, so I did
They told me to pick a character that plays footsies, so I did
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Potentially Burning's best normal. Incredible hitbox, almost no hurtbox on the waist below, and leads to a full combo into super if it hits a grounded opponent. Using it during an aerial Burning Dash (j.24K) gives Burning an unbelievable amount of forward momentum, granting him a hard to predict "surprise attack" factor, as few opponents will be ready to see Burning traverse the whole screen in less than half a second with this move.

Toggle Hitboxes
Toggle Hitboxes
j.SK
GBA2 Burning jSK.png
Slow but effective and reliable
Slow but effective and reliable
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Aerial flip-kick. Used in aerial combos when you hit an airborne opponent with j.WK before cancelling into j.626K for solid damage and a knockdown.

Toggle Hitboxes
Toggle Hitboxes

Command Normals

Knee Kick
j.2WK
GBA2 Burning j2WK.png
Not even Burning knows which side it'll hit on
Not even Burning knows which side it'll hit on
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

Drop kick with the knees. Stops any forward momentum Burning had before dropping down and hits overhead. Can be used for unorthodox crossups or as a movement option when you want to fall straight down.

Toggle Hitboxes
Toggle Hitboxes
High Kick
j.2SK
GBA2 Burning j2SK.png
Style on 'em
Style on 'em
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High - - - - - -

High kick that stops Burning's forward momentum. Can be used in aerial combos in place of j.SK, but it's not as consistent. Feel free to use it if you think it looks cooler, however!

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Vulcan Guns
26P (Air OK)
GBA2 Burning 26P.png
Don't let him trick you, he's trying to combo into super with this
Don't let him trick you, he's trying to combo into super with this
- - - - - - - -

Burning shoots a streak of bullets from his head. The projectiles are low priority and deal low damage, but follow the opponent's movement trajectory to a moderate degree. Additionally, Burning can link these vulcan guns into a super. While they do prorate quite heavily, thus reducing the super's damage, it can be a useful way to finish off an opponent's HP bar and force an overheat or even win the match altogether.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WP - High/Low - - - - - Projectile, Ammo

Costs 25 ammo. Shoots fewer projectiles, but has lower recovery. Good for stopping enemy approaches, interrupting setups and baiting Supers in certain matchups.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
SP - High/Low - - - - - -

Costs 50 ammo. Shoots more projectiles, but has longer recovery. Good for dealing chip damage to an opponent about to overheat and for linking into a super as mentioned above.

Toggle Hitboxes
Toggle Hitboxes
Burning Finger
24P (Air OK)
GBA2 Burning 24P.png
But it's the whole palm...
But it's the whole palm...
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WP/SP - High/Low - - - - - -

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 damage instead.

Toggle Hitboxes
Toggle Hitboxes
Tenkyoken
426P (Air OK)
GBA2 Burning 426P.png
Sadly not as good as hadouken
Sadly not as good as hadouken
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WP/SP - High/Low - - - - - High Priority Projectile

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.

Toggle Hitboxes
Toggle Hitboxes
Burning Finger Sword
624P
GBA2 Burning 624P.png
If you get hit by this, you deserved it
If you get hit by this, you deserved it
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WP/SP - N/A - - - - N/A Unblockable

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.

Toggle Hitboxes
Toggle Hitboxes
Burning Finger Uppercut
626P
GBA2 Burning 626P.png
Pierce the heavens
Pierce the heavens
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WP/SP - High/Low - - - - - Projectile (After First Hit)

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.

Toggle Hitboxes
Toggle Hitboxes
Heat End
264P
GBA2 Burning 264P.png
Super incoming in 3... 2... 1...
Super incoming in 3... 2... 1...
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WP/SP - High/Low - - - - - Grab, Special Cancelable

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.

Toggle Hitboxes
Toggle Hitboxes
Jumping Knee
626K (Air OK)
GBA2 Burning 626K.png
Did he really need this? Of course he did.
Did he really need this? Of course he did.
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WK/SK - High/Low - - - - - Invincible

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.

Toggle Hitboxes
Toggle Hitboxes
Burning Dash
24K (Air OK)
GBA2 Burning 24K.png
You will learn to hate this
You will learn to hate this
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WK/SK - N/A - - - N/A N/A Invincible

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.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Sekiha Tenkyoken
26X+X
GBA2 Burning Super.png
One for each health bar
One for each health bar
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Burning fires a fullscreen horizontal laser. Deals massive damage and blasts through almost every other projectile in the game. Burning's entire goal is hitting a button into this beauty, and it WILL hurt you if he does so. Characters with lower defense values with often overheat from a single 5SP cancelled into this due to Burning's excellent damage scaling on his attacks. Tougher characters aren't much safer, as Burning can, in fact, link two uses of this super back to back to finish off an HP bar should he have a super to spare. Avoid firing off vulcans on the ground, or you might just eat one of these raw in return.

Toggle Hitboxes
Toggle Hitboxes

Strategy

Neutral

Burning has what is potentially the most straightforward gameplan in the entire cast; get in, hit your opponent with a button, then combo into Super for massive damage. His primary tool for that is his invincible command dash, Burning Dash (24K), which grants him frame 1 full invincibility while moving him forward, and that can be canceled into any of his other attacks, although doing so will remove his invincibility frames. On the ground, Burning can use it to completely bypass most attacks from his opponents, getting right in front of their faces and punishing their recovery with his fast 2WP jab or his high-damaging 5SP uppercut. that alone would have been strong enough, but for whatever reason, he can also use Burning Dash in the air, and canceling into jWK while doing so will LAUNCH Burning forward with a large amount of momentum, all while sticking out a huge, extremely active hitbox granted by the jWK. Should that button hit, depending on the height, he will be able to link it into 2WP > 5SP, which can cancel into Super and probably delete a bar. It doesn't get much simpler than this; choose your approach avenue -land or air-, dash into them and, well, beam their ass. Trust me, it feels good. Alternatively, if you wanna be cheeky and not risk an approach, you can shoot some 26P vulcans. If they connect, Burning can link into his Super quite easily because why shouldn't he be able to, right?

Offense

So, if Burning's neutral is all about getting in, then what do you do when you finally do get in and make the opponent block? Let's preface this by making it clear: Burning's mixup is well below average, as his unblockable is one of the absolute worst in the game and he has no fast overheads to work with. His way of opening opponents up is through pressure, using his very fast and safe jabs to bully opponents endlessly, hoping they either mess up by pressing at the wrong time, dodge up so you can cross under them with Burning Dash, or by making them respect so much that you can sneak in a throw. In other words, don't worry too much about actually opening people up; they will do that for you so long as you keep them under the stress of never-ending jab pressure.

Defense

A character with this good neutral and offense shouldn't have good defense, but a frame 1 invincible dash (24K) AND a frame 1 DP with Jumping Knee (626K), Burning doesn't care about such silly rules. Whenever Burning feels threated, he can choose to either Burning Dash through the opponent's pressure to sneak in a hit of their own, use Jumping Knee to hit them in the face and get them off, OR spot dodge up then use Burning Dash to zoom away to a safer position. This guy is not lacking in options at all.

Additional Resources

Links to any additional resources, delete category if there are none.

Combos

5WP and 2WP are interchangeable in most cases.

Midscreen

5WP > 5WP > 5SP > 5SK

Standard confirm if you don't want to end with a Super, usually done if you've dealt a lot of damage through stray hits and using a Super wouldn't be worth it as the opponent is near overheating.

2WP > 2WP > 2WP > 2SP > Super

The easiest way to combo into Super. Damage isn't impressive as these normals are a bit weak and scale a lot, but it's reliable as it hits from quite a bit of distance away from the opponent. It's also the most consistent way of comboing into Super when you hit an aerial opponent.

2WP > 2WP > 5WK > Super

Alternative, lower damage route, used to combo into Super against specific characters that have awkward hurtboxes while crouching, like Dragon and Hygogg, where comboing into 2SP would normally whiff.

2WP > 2WP > 5SP > Super

The route you should go for when you want damage, thanks to 5SP dealing both high damage and having really good scaling. Will whiff if too far from the opponent and against specific crouching opponents, but otherwise it's the best confirm you can usually get.

2WP > 5SP > 5SK > Super

Character-specific route that deals even more damage than the one above. This often takes a whole bar of HP due to 5SP and 5SK BOTH dealing high damage and having great scaling, so against characters where this works, it's prefereable to use it for the better reward.

24P > Super

A simple special cancel from Burning Finger into Super. Nothing remarkable about it, but worth knowing it if you ever use a Burning Finger and it hits.

24P > 264P > Super

Incredibily difficult special cancel of Burning Finger into Heat End, then into Super. Deals incredibly high damage if you pull it off, but Burning Finger into Heat End, despite being a genuine cancel, is practically frame perfect while having no buffer to help, so attempting it during a match runs a high risk of causing it to drop. The easiest way of trying this is with a throw starter near the corner, but either way, you have been warned about the risks.

Corner

2WP > 5SP > 5SK > Super

The same route found above, but near the corner it will work on a few additional characters.

Ground-to-air

5WP xN > 2SP > Super

Due to 5WP's hitbox making it a solid anti-air, it often sees use tagging aerial opponents who are near the ground. Not only that, but with its sheer speed, ability to self-cancel infinitely, and its good range, you could see yourself chaining as many as 7 of these before going for a 2SP into Super. The damage is not as great as one would like due to the heavy scaling from the jabs, but it's still not only an excellent confirm when the situation arises, but a hilarious one at that.

Aerial combos

jWK > jSK > j626K

Meterless combo off of jWK starter, often used as an air-to-air confirm, although it also works as an air-to-ground. Deals solid damage and causes a knockdown without requiring meter. Two of these plus any stray hit and/or vulcans should cause an overheat on most opponents, allowing you to keep a spare Super in stock for future confirms.

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

GBA2 Neue Ziel icon.png
Neue Ziel
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Big Zam icon.png
Big Zam
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
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GBA2 Hydra icon.png
Hydra
[Character Page]
  • Overview:
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  • Offense:
  • Defense:
GBA2 Epyon icon.png
Epyon
[Character Page]
  • Overview:
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  • Offense:
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GBA2 Dark icon.png
Dark
[Character Page]
  • Overview:
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  • Offense:
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GBA2 Psyco icon.png
Psyco
(Disadvantage)
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
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GBA2 Quin Mantha icon.png
Quin Mantha
[Character Page]
  • Overview:
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  • Offense:
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GBA2 Acguy icon.png
Acguy
[Character Page]
  • Overview:
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GBA2 Hygogg icon.png
Hygogg
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
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GBA2 GP-02A icon.png
GP-02A
(Advantage)
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Gundam ZZ icon.png
Gundam ZZ
[Character Page]
  • Overview:
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GBA2 Ball icon.png
Ball
[Character Page]
  • Overview:
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GBA2 Zeong icon.png
Zeong
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
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GBA2 Sazabi icon.png
Sazabi
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 RX-78 icon.png
RX-78
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Zaku II icon.png
Zaku II
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 V Gundam icon.png
v Gundam
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Zaku IIS icon.png
Zaku IIS
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Heavy Arms icon.png
Heavy Arms
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
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GBA2 Sandrock icon.png
Sandrock
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Wing icon.png
Wing
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Deathscythe icon.png
Deathscythe
[Character Page]
  • Overview:
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  • Offense:
  • Defense:
GBA2 Altron icon.png
Altron
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Tallgeese III icon.png
Tallgeese III
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Bolt icon.png
Bolt
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Dragon icon.png
Dragon
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Burning icon.png
Burning
(Even)
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Maxter icon.png
Maxter
[Character Page]
  • Overview:
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GBA2 Rose icon.png
Rose
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Master icon.png
Master
[Character Page]
  • Overview:
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  • Offense:
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GBA2 Zeta icon.png
Zeta
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 The-O icon.png
The-O
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Qubeley icon.png
Qubeley
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
  • Defense:
GBA2 Hamma Hamma icon.png
Hamma Hamma
[Character Page]
  • Overview:
  • Neutral:
  • Offense:
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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

Chains
WP WK SP SK Special Cancel
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
Air Chains
WP WK SP SK Special Cancel
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
Specials
Cancel Options
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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Overview

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Strategy 0/25
Combos 0/16
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GBA2 Navigation

The Game
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Game Data
Neue Ziel
Big Zam
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Epyon
Dark
Psyco
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Acguy
Hygogg
GP-02A
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Burning
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Hamma Hamma