Gundam: Battle Assault 2/Game Data

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Damage Taken Multiplier

Defense modifier.

Damage Taken by Character
Character Percent
Acguy 125.00
Altron 100.00
Ball 137.50
Big Zam 28.13
Bolt 100.00
Burning 93.75
Dark 42.19
Deathscythe 100.00
Dragon 100.00
Epyon 100.00
GP-02A 75.00
FAZZ 75.00
Hamma-Hamma 112.50
Heavy Arms 100.00
Hydra 87.50
Hygogg 112.50
Master 100.00
Maxter 100.00
Neue-Ziel 46.88
Nu 87.50
Psyco 28.13
Qubeley 100.00
Quin Mantha 87.50
Rose 100.00
RX-78 112.50
Sandrock 100.00
Sazabi 87.50
Tallgeese III 100.00
The-O 81.25
Wing Zero 118.75
Zaku II 112.50
Zaku IIS 118.75
Zeong 100.00
Zeta 100.00

Base Damage Dealt Multiplier

Alters the raw damage of an attack. Damage added to the various character sheets will have this multiplier applied to their base damage already. This is purely a reference to how it's handled by the game.

Base Damage Multiplier by Character
Character Percent
Acguy 87.50
Altron 100.00
Ball 75.00
Big Zam 175.00
Bolt 100.00
Burning 100.00
Dark 125.00
Deathscythe 100.00
Dragon 100.00
Epyon 100.00
GP-02A 125.00
FAZZ 112.50
Hamma-Hamma 106.25
Heavy Arms 100.00
Hydra 112.50
Hygogg 100.00
Master 112.50
Maxter 100.00
Neue-Ziel 125.00
Nu 112.50
Psyco 150.00
Qubeley 112.50
Quin Mantha 150.00
Rose 100.00
RX-78 100.00
Sandrock 100.00
Sazabi 112.50
Tallgeese III 100.00
The-O 137.50
Wing Zero 106.25
Zaku II 93.75
Zaku IIS 93.75
Zeong 112.50
Zeta 112.50

Damage Calculation

Damage Output = (Base Damage * Base Damage Multiplier * Handicap) * Opponent Armor Class * (IsChipDamage * MasterCloakChip) * Opponent Hyper Armor * Combo Dampening * OTG * Overheat

Base Damage Multiplier = Check above

IsChipDamage = 1/9. Only applies on block.

MasterCloakChip = 1/3. Only applies to Master Cloak block.

Opponent Hyper Armor = 1/3. Only applies on hit, not on block.

Overheat = 75%

Off The Ground = 50%

Combo Dampening = 4 / (ComboHits + 3) for normal hits

Combo Dampening = 8 / (ComboHits + 7) for beam hits

Handicap = 100% + ((5 - Level) * 6.25%)

Maybe reformat this^

Hit/Block Times

Standard Hits and Blocks

A standard hit/block is typically separated into two parts; the initial contact where the character that blocks (or is hit) freezes (usually called hitpause or hit/blockstop) and the pushback/recoil portion after the pause (usually called hittime or hitstun). When a player is hit with (or blocks) an attack, the time it takes to recover is determined by the character's pre-defined hit or block animation.

Numbers represent 1/60 of a second (Tick/Frame)

Pause Stun Total Hit State
13 15 28 Stand/Crouch block
13 17 30 Aerial block
15 15 30 Stand hit
15 17 32 Crouch/Aerial hit

Super Armor

Against an opponent that has super armor, that opponent doesn't change animations when hit. Instead, the super-armored character will pause for 2 ticks lower than the attack would pause the attacking player.

Some attacks do not have a hitpause value for their attacks, but will still set off a pause for the super-armored player on hit. This will allowed the attack to continue hitting without allowing the super-armored player to move before the attacker gets their next hit across. An example of a move that does this is Ball's Jackhammer (qcbP, or 24P).

Movement Speeds

Forward Walk

How far a character walks per step, not how far they walk per second. This distinction is only relevant for a few characters who will be noted.

Forward Walk by Character
Character X-Displacement
Acguy 3
Altron 3
Ball 4
Big Zam 2.5 (Slower than normal)
Bolt 2.75
Burning 3
Dark 3
Deathscythe 3
Dragon 3
Epyon 3
GP-02A 2.25
FAZZ 2.5
Hamma-Hamma 2.5 (Faster than normal)
Heavy Arms 3
Hydra 2.5 (Faster than normal)
Hygogg 3
Master 3
Maxter 3
Neue-Ziel 8
Nu 2
Psyco 2.5 (Faster than normal)
Qubeley 2 (Faster than normal)
Quin Mantha 2.5
Rose 2.87
RX-78 2
Sandrock 3
Sazabi 2.5
Tallgeese III 3
The-O 2 (Faster than normal)
Wing Zero 3
Zaku II 3
Zaku IIS 3
Zeong 4
Zeta 2 (Faster than normal)

Back Walk

How far a character walks per step, not how far they walk per second. This distinction is only relevant for a few characters who will be noted.

Back Walk by Character
Character X-Displacement
Acguy 2
Altron 1.5
Ball 3.5
Big Zam 1.5 (Slower than normal)
Bolt 1.38
Burning 1.5
Dark 2
Deathscythe 1.5
Dragon 1.25
Epyon 1.25
GP-02A 1.75
FAZZ 1.5
Hamma-Hamma 2 (Faster than normal)
Heavy Arms 1.5
Hydra 2 (Faster than normal)
Hygogg 1.5
Master 1.5
Maxter 1.5
Neue-Ziel 8
Nu 1.5
Psyco 1.5 (Faster than normal)
Qubeley 2 (Faster than normal)
Quin Mantha 1
Rose 1.5
RX-78 1
Sandrock 1.5
Sazabi 1.5
Tallgeese III 1.5
The-O 1.5
Wing Zero 1.5
Zaku II 1.5
Zaku IIS 1.5
Zeong 3
Zeta 2 (Faster than normal)

Forward Dash Speed

Forward Dash by Character
Character Velocity
Acguy 9
Altron 5
Ball 10
Big Zam N/A
Bolt 4.5
Burning 6
Dark 5
Deathscythe 8
Dragon 5
Epyon 8
GP-02A 6
FAZZ 6
Hamma-Hamma 6
Heavy Arms 5
Hydra 6
Hygogg 6
Master 7
Maxter 5
Neue-Ziel N/A
Nu 6
Psyco N/A
Qubeley 6
Quin Mantha 6
Rose 7.5
RX-78 5
Sandrock 5
Sazabi 6
Tallgeese III 8
The-O 6
Wing Zero 6
Zaku II 5
Zaku IIS 7
Zeong 8
Zeta 6

Back Dash Distance

If a character has a Thruster backdash that will be noted as their stats aren't comparable to hop backdashes. Thruster backdash speeds are identical to the characters' forward dash speed.

Back Dash by Character
Character X-Displacement
Acguy 8
Altron 6
Ball Thruster
Big Zam N/A
Bolt 5.75
Burning 6
Dark Thruster
Deathscythe 6
Dragon 6.5
Epyon 6
GP-02A Thruster
FAZZ Thruster
Hamma-Hamma Thruster
Heavy Arms 6
Hydra Thruster
Hygogg Thruster
Master Thruster
Maxter 6
Neue-Ziel N/A
Nu 6
Psyco N/A
Qubeley Thruster
Quin Mantha Thruster
Rose Thruster
RX-78 6
Sandrock 6
Sazabi 8
Tallgeese III 6
The-O Thruster
Wing Zero 6
Zaku II 6
Zaku IIS 10
Zeong Thruster
Zeta Thruster

Thruster Jump Distance

Thruster Jump distances are mostly consistent but there are some exceptions. This does not take into account vertical distance.

Thruster Jump by Character
Character X-Displacement
Acguy 7
Ball 10
Big Zam 4
GP-02A 8
Hamma-Hamma 8
Hydra 8
Qubeley 7
The-O 8
Zaku IIS 12
Zeong 7
Zeta 8
Everyone Else 6

Jump Startup

Jump startup is universal across the cast besides the giants. For all characters they are considered airborne as soon as they hit up, but don't leave the ground until 4F in. After 12F characters become actionable. Because it's considered airborne from frame 1, airblocking can be done immediately.

Landing Recovery

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GBA2 Navigation

The Game
Getting Started
FAQ
HUD & UI
Links
The Battle System
Controls
Offense
Defense
Movement
Game Data
Neue Ziel
Big Zam
Hydra
Epyon
Dark
Psyco
Quin Mantha
Acguy
Hygogg
GP-02A
Gundam ZZ
Ball
Zeong
Sazabi
RX-78
Zaku II
ν Gundam
Zaku IIS
Heavy Arms
Sandrock
Wing
Deathscythe Hell
Altron
Tallgeese III
Bolt
Dragon
Burning
Maxter
Rose
Master
​Hidden Characters
Zeta
The-O
Qubeley
Hamma Hamma