Gundam: Battle Assault 2/Game Data
Damage Taken Multiplier
Defense modifier.
Character | Percent |
---|---|
Acguy | 125.00 |
Altron | 100.00 |
Ball | 137.50 |
Big Zam | 25.00 |
Bolt | 100.00 |
Burning | 93.75 |
Dark | 37.50 |
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 | 41.66 |
Nu | 87.50 |
Psyco | 25.00 |
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.
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.
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.
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
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.
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.
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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