Gundam: Battle Assault 2/The-O

From Mizuumi Wiki
Jump to navigation Jump to search

Introduction

The-O is one of the hidden 4 "Gameshark" characters that can only be activated by cheat codes, or a special savestate (on emulators) for online & tournament play. One of the O's biggest standouts is that he classes around top 9 in the game when it comes to armor (number 3 in armor out of the non-Boss suits), and top 4 when it comes to damage multiplier values. Because of this, this places O in a juggernaut class alongside Quin Mantha. Combined with the ability to I-Field, oftentimes O will be dictating the terms of his approach and ultimately the pace of the neutral, with one of The-O's biggest trump cards being perhaps the best unblockable in the game (24P). Because of all this, The-O is generally considered the best out of all the hidden characters, and possibly the best I-Fielder in the game, with respectable counterpicks and footing against most of the high tier cast.

Archetype: Juggernaut and Dominating


Strengths Weaknesses
  • I-Field: Because The-O has an I-Field, he will benefit more in matchups that otherwise would have characters traveling through waves of projectiles to reach them. Not in The-O's case! You will be able to punish projectiles and supers that most characters will now have to think twice on.
  • Best Unblockable: 24P (15 frames) allows O to possess one of the fastest unblockables in the game, and an uncanny ability to be safe after thrown out due to lingering hitboxes (particularly the air variant of his j.24P). This move can act as a safe 'Get off me' tool in the neutral, and can be difficult to punish without boosting over it. Not to mention this attack will often times eat up projectiles.
  • Powerful Oki Conversions: You can use The-O's unblockable to further trap people with its extended oki potential, forcing wasted dodges & boosts, and get guaranteed hits off when you trap your opponents in the corner. When you are directly above your opponent in their OTG state you can cover all get-up options with j.24P's lingering sword attack allowing for a powerful follow-up into a jumping kick to gun conversion to nearly deplete their entire lifebar and follow up with the same sequence afterwards.
  • Amazing Health and Damage: The-O has some of the best stats for base health & damage multipliers while not being a Boss mech. Because of this, opponents will think twice about certain riskier trades, and extended combos and supers won't have the same mileage on The-O as it would have on other characters.
  • Good Projectile and Normals: On top of his already good kit, The-O will have no problem winning gunfights due to his high priority projectiles, and his normals tend to offer a decent enough range and poke & trade value that will usually preserves The-O's upper hand assuming you can work around his frame data. The-O can combo aerial attacks into his gun allowing him to often times deplete 80% of his opponents lifebar from a single interaction.
  • I-Field: Because he has an I-Field, The-O cannot dodge out of corners leaving him vulnerable to inescapable frame traps if pressured. Because of this chicken blocking will be your best bet, and you should never be fully grounded especially if you are being pushed near the corner. This issue gets considerably worse considering The-O has a bigger hitbox, playing into his next con.
  • Big Hitbox: The-O has a rather big and clunky hitbox that leaves him particularly vulnerable, a similar fate shared by other characters - with the closest resemblance being Sazabi.
  • Bad Super: Activating O's super will cause O to go into a temporary animation phase, and each successive hit will take up to 15 (or 30) frames before becoming active. When he has super active, he cannot use any other moves aside from specials.

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.
Stats & vitals

  • Damage Taken = 081.25% (S+)
  • Base Damage Multiplier = 137.50% (S+)
  • Walk Speed = 2 (A+)
  • Dash Speed = 6 (B)
  • Thruster Speed = 8 (S)
  • Button + Button action = Shield
  • Backdash Type = Thrusters
Quick combo reference

4-hit ground chain BNB: 6WP > 5WP > 5SP > 6SP (knockdown) or Special
4-hit air chain: j.WP or j.2WP > j.WK > j.SP > j.SK > Special
Hidden sweep conversion: 6WP > 6SP or 2SK (knockdown) or Special
Hidden anti-air conversion: 4SP > 26K or 26P

Normal Moves

5WP
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the move and the uses it has.

Toggle Hitboxes
Toggle Hitboxes
5SP
Caption
Caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
5WK
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
5SK
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2WP
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2SP
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2WK
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2SK
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.WP
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.SP
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.WK
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.SK
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes

Command Normals

Command Normal Name
6X
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe a command normal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Special Name
XP (Air OK)
- - - - - - - -

If a move has more than one version, generally decribe it here.

Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WX - High/Low - - - - - The properties of the move, Ammo, Projectile, High Priority Projectile, Unblockable, Invincible, Grab

Describe the weak version of the move.

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

Describe the strong version of the move.

Toggle Hitboxes
Toggle Hitboxes
Special Name
XP
Version Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
WX/SX - High/Low - - - - - -

When there's only one version describe the move as a whole here.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Super Name
26X+X
Funny and/or informative caption
Funny and/or informative caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes

Strategy

Neutral

The O's neutral consists of respecting his opponent with his given neutral tools. Most opponents will not want to challenge The-O too much, but will want to gradually gain ground on him so they can put him in a frame trap situation, which is what the O's defense will particularly weigh heavily on. Because of this, the O will prefer to play center stage or pushing opponents to the corner, where he will gain an advantage once he can set up for unavoidable unblockables, and possibly super, although his super is not particularly advised. Most characters will not throw projectiles out other than to force you to trigger I-Field, which carries with it a risk if you activate it too close to your opponent, although you can throw it out mid-projectile/super, or even just as you jump off the ground if you are trying to set up for fast ground-cancelled air moves. Because of this, the O will have a lot of room for pressure and mix-up to close in on your opponent. And with more than enough health/damage to win the neutral through a series of normals, unblockables, and projectile punishes.

Offense

O's aggressive options will usually be presented with set-ups for unblockable. This could be done through winning out the neutral exchanges and setting the opponent up to challenge your 24P unblockable, or it will be done by cornering your opponents or boosting in to unblockable, which many characters may struggle to punish, although this move isn't perfectly safe, it is rather an important part when closing distance on your opponent and will often times force your opponent to waste dodges and boosts to get out of an unblockable arm situation if they cannot create safe distance around it. Because of this, you may find yourself chasing opponents as The-O and trying to cut down on people's options. Furthermore this serves the O's boost in approach more as it allows O to make powerful use of his normal and unblockable disjoints, while positioning himself in a way that keeps your opponent on the move. From boost in you can stop your momentum at any time with 24P, 26P, or I-Field if you need to focus on a particular position. Some of his good jump in moves are j.2WP, j.WK, j.SK. If he needs to chase people in the air he can use anything from 26P, 24P, 26K, or j.SK if someone attempts to stall out the O or fight him in the air. Because of this, you have lots of good opportunities to win in the air as long as your opponent does not possess a height advantage.

Defense

The O can hold up quite well due to its health values, being among some of the highest in the game. However, the biggest achilles heel you will deal with is preventing opponents from setting up frame traps on you, and cornering you out. On top of this, you will have another factor to work around, and that is your character's hitbox size. Because of this, your movements may be more committal, as you present a big risk once the opponent can lock down O to disadvantage state, which is what your defense will significantly hinge on preventing. You may be able to prevent disadvantage state by throwing out more unblockables, projectiles (although these are limited), and by stalling in the air and stalling with unblockables and I-Field to prolong your movement in the air. The-O does have a particular blindspot right above him, even though he does have a hidden arm (4SP) to deal with angles related to it that can follow up into 26K. Your hidden arms (6WP, 4SP, j.2WP), WK, 24P, and j.SK may be your best bets to create distance around your opponent if you feel you are being frame-trapped.

Additional Resources

The O can only be activated by cheatcodes, or a special savestate (on emulators) for online & tournament play. Because of this, not too much has been known about the O's play until very recently. You can find resources on the savestate through the Gundam Battle Assault 2 Discord.

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?

Specific Matchups

GBA2 Neue Ziel icon.png
Neue Ziel
(Slight Disadvantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Neue Ziel will almost certainly try to close in on O aggressively and slowly limit his options. You should expect aggressive Neue Ziel play in the most optimal Neue Ziel circumstances. If he doesn't, you will have more than enough ways to take him down with raw damage and safely dispersing out Gato's options.
  • Offense: Make careful use of I-Field and even more careful use of your super to do lots of damage and remain safe against Neue Ziel.
  • Defense: Conserve boosts/I-Field carefully! Don't get jab locked into the corner by Neue Ziel.
GBA2 Big Zam icon.png
Big Zam
(Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: O has no problem throwing out I field, conserving meter, and harass Zam with his super in the air, as I-Field makes The-O safe above, and away from Zam.
  • Offense: Play around your meter for when you go in, in-case Zam tries to contest you in the air. You're on a 2 second timer with I-Field so be careful. Don't trade with his attacks!
  • Defense: If you have a health advantage you can force Big Zam to approach you. Conserve meter and don't get chipped.
GBA2 Hydra icon.png
Hydra
(Even)
[Character Page]
  • Overview:
  • Neutral: In this particular matchup, both characters have a large health pool to draw from, but O can actually best out Hydra on air interactions. However both characters will have no problem dishing out tons of damage to each other. Hydra in particular will try to close in The-O's options with s.WK and frame-trap pressure which you will be unable to dodge out of.
  • Offense: You cannot use unblockable in this fight, which is a big negative for O's approach in options, but you will still have lots of room for micropositioning, and option management with your multiple air attacks.
  • Defense: Hydra doesn't have much to threaten on you if he cannot safely close ground distance, however you will eventually be forced to go into the air once you are being pressured by Hydra's quick normal play. Use your landing air attacks well.
GBA2 Epyon icon.png
Epyon
(Disadvantage)
[Character Page]
  • Overview:
  • Neutral: Manage meter and stay in the air.
  • Offense: Avoid the Boltzmann energy constant that is Epyon's big brain rekka move. You do not want to get hit by it. And you do not want to contest it.
  • Defense: Do not get knocked down. Do not get sent into a corner. Do not make friends with proximity block, and stay in the air as much as humanly possible.
GBA2 Dark icon.png
Dark
(Disadvantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Psyco icon.png
Psyco
(Disadvantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Quin Mantha icon.png
Quin Mantha
(Even)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral:
  • Offense:
  • Defense:
GBA2 Acguy icon.png
Acguy
(Even)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: In this matchup, Acguy will have no problem rushing down and pinning down The-O. Mid-range spacing is paramount in this matchup.
  • Offense: Trap Acguy with careful unblockable spacing and throw fierce quick normals at all times, but of course don't get caught in his DP. Acguy has very low health.
  • Defense: Chicken block constantly but avoid frame traps. Play very carefully around the ground. Secure your landings at all times.
GBA2 Hygogg icon.png
Hygogg
(Advantage)
[Character Page]
  • Overview:
  • Neutral: Hygogg will likely try to turtle, bait I-field, and DP his way through this matchup as he struggles to get strong conversions, win, or get better positioning play against The-O otherwise.
  • Offense: Watch out for Hygogg's DP! Hygogg has very weak health, hence you should be constantly forcing him to throw out options and never feel comfortable as you have the advantage. Don't be afraid to trade in this matchup.
  • Defense: Hygogg will likely not opt for projectile play beyond baiting you to I-field, his machine guns are plus, so watch out! His air normals aren't so great, as Hygogg will also struggle to deal much damage to The-O meaning he will constantly be finding a way to knowledge you with tricky attacks.
GBA2 GP-02A icon.png
GP-02A
(Advantage)
[Character Page]
  • Overview:
  • Neutral: GP02A will almost certainly try to bait The-O with zooks, and get respectable damage on him. He has more room to trade and be aggressive due to his likewise health and damage but will struggle with range otherwise.
  • Offense: You will have to brute your way through this a bit more as GP02A has more health, but of course watch out for GP02A's damage conversions and DP attempts if he can read your unblockables.
  • Defense: GP02A won't have much room to pressure or contest The-O beyond risky boost ins, WP, carefully spaced j.2SP, zooks, and jump-in WK. GP02A has quite a bit of room to bait on the ground and air and has no reason to throw out too much attacks otherwise, watch out for bait pressure!
GBA2 Gundam ZZ icon.png
Gundam ZZ
(Slight Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Both of these characters once again have strong health, however FAZZ's turtley approach will not work well against The-O, and because of this he will struggle immensely without close range confirmations or DP which will have a stronger likelihood of connecting on The-O's large hurtbox.
  • Offense: FAZZ will struggle against jump ins, which is where The-O likes to approach in from. Because of this you can easily force FAZZ to waste I-Fields by throwing out unblockables, and prey upon his lack of effective normals with constant pressure.
  • Defense: Mid-range will set up for a lot of The-O and FAZZ's options if they are jumping, or attempting to get safe close-range confirmations, which is where FAZZ will likely be looking at as he has no means to effectively stall out or get too much of an advantage on The-O otherwise without rush in WP pressure.
GBA2 Ball icon.png
Ball
(Even)
[Character Page]
  • Overview:
  • Neutral: Both of these characters are very effective once they get in and will be hard to escape as The-O will have no means to dodge out of Ball's pressure. Positioning, mid range, and boost meter will be the more closely guarded tools of a well-played neutral in this matchup as both characters can win by positioning alone if one makes a mistake.
  • Offense: Ball has very weak health, feel free to boost in on him too and force him to go for unoptimal air exchanges that will set you up better. As The-O will have no problem racking up damage, abusing ball's positioning, and stuffing him out with oki and air-pressure once he gets in.
  • Defense: Becareful of where Ball is approaching in from, as he may attempt to force you to block to set up for infinite frame trap pressure, and will typically be rushing in from the ground to test for holes in your defense. Feel free to keep yourself at mid-distance all the time as you have no means to dodge or contest otherwise once Ball gets in.
GBA2 Zeong icon.png
Zeong
(Even)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Both characters in this fight will prefer to the height advantage whenever possible, affording them safer pressure and set up for their tools. Zeong's sweep punch will be especially hard to get out of, but no one character has a true advantage in this matchup.
  • Offense: Throw out fierce attacks to contest Zeong's limbs often as possible, as this is one of his weaknesses. You have better boost speed in the air, but Zeong will be able to move quickly on the ground.
  • Defense: Watch out for Zeong's spacing, and sweep punch. Zoning is key in this matchup.
GBA2 Sazabi icon.png
Sazabi
(Slight Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: As both characters maintain strong health pools respectively, you will be put into another zone-heavy matchup.
  • Offense: Take advantage of your superior projectile game to flush out Sazabi's tricky normals, and avoid letting him set up excessively for funnels. Feel free to take advantage of your air speed to get into Sazabi's blindspots as he tends to prefer frequent air advantages for his set-ups.
  • Defense: Watch out for the spacing on Sazabi's whiff kick, avoid crouching when you see the attack, and if you can, try to block it early to avoid the unblockable setup, as it will take chunks of your damgae and set up for Sazabi's air pressure. Sazabi in particular will be more than happy to keep you on the defense and second guessing him whenever possible.
GBA2 RX-78 icon.png
RX-78
(Even)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: RX-78 has little room for surprise unblockables, projectiles, or any play beyond mid-range, which is where all the bait-ins, approaches, and attempting to contest moves will generally happen. RX-78 will need to rely on tough reads to get high/low pressure in particularly from his s.SK, stomp (j.2SK), and c.SP, as means to confirm into his super. The-O can otherwise make quick work of RX-78 Gundam as long as he gets in and carefully conditions him.
  • Offense: You have means to fight a good mid-range against RX-78, but be very aware if RX-78 is attempting to bait you out. RX-78 will struggle to contest your attacks if they are spaced well, hence a few good approaches can seal the advantage fast, just watch out for sudden quick-rise stomps and his SK cross-ups.
  • Defense: You are a big character, do not do anything you don't need to at mid-range as RX-78's super will hit you. Watch out for his pressure and sudden high-lows, as this is all he has to work with when it comes to a good O player.
GBA2 Zaku II icon.png
Zaku II
(Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Zaku II is at a big disadvantage in this fight since he cannot effectively use cracker grenades in this matchup most of the time, he has to be close to do anything, and he isn't very fast either, and O will have no problem covering any approaches, contesting normals, and killing off Zaku II's approach completely in this matchup.
  • Offense: Beyond DP and Denim Zaku's super confirms, there isn't much to look out for when approaches, other than Zaku II trying to gain a one-up advantage on you by jumping towards you, but you have more than enough speed, options, and positioning to get safe jump-ins against Zaku II.
  • Defense: Zaku II can't extend his block strings with cracker grenade as you can activate I-Field at any time during this block process. This will limit his actions drastically to close range and attempts to bait out your I-field. However Zaku II's stagger and frame trap pressure will be difficult to get out of should he close the distance. Watch out for air approach ins, or trades that will give him the closure needed to mix you up.
GBA2 V Gundam icon.png
v Gundam
(Even)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Both characters will generally want to play mid-range in this fight. Nu tends to play defensively, or at best will attempt to contest attacks, which he can do in this fight. Both characters can duke it out with high amounts of health and quick damage conversions, with The-O's biggest advantage in this matchup being his sudden switch up to unblockable. Nu will struggle to mix in low attacks in this fight, yet you have more room to play on this front with s.6WP.
  • Offense: Watch out for Nu's SK attempts, as these funnel normals will beat out many of The-O's attacks. You can trap Nu with unblockable and make him always feel unsafe by playing in the air. Don't get hit by DP!
  • Defense: Nu may attempt to force in approaches by approaching with funnels, or gradually contesting your moves with DP, gun, or SK, or setting up for an opportunity to force you into the air by rushing in with WP. Watch out for these scenarios, although he will struggle to mix in low attacks, meaning you are generally safe to get back into neutral shortly afterwards.
GBA2 Zaku IIS icon.png
Zaku IIS
(Slight Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Despite Zaku IIS's ability to lock in O with many of his quick normals. Char Zaku has no way to safely boost in this matchup, and will not be able to pressure with cracker grenades beyond forcing an I-Field. Despite Char Zaku's good rushdown play - he cannot mix it up as well as Acguy in the air.
  • Offense: Be careful of DP! Use your unblockables in the air and not the ground as Char will be able to close the distance immediately during your recovery. You also deal lots of damage to Char Zaku, take advantage of it!
  • Defense: Play very carefully around the ground when up against Zaku IIS, he will have no problem locking you into block if he gets in once meaning you will have no way to reset back to neutral once he does that. Chicken block and use the air as necessary! Zaku IIS will struggle immensely to approach in the air with boosts in this matchup, be conscious of his limited jump-in and mix up options.
GBA2 Heavy Arms icon.png
Heavy Arms
(Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: The-O has quite possibly the best matchup against Heavy Arms in the entire game. Making O one of the few effective counterpicks against this character. Part of this is due to The-O's I-Field, but what sets him apart is the safe set-up for unblockable, good ranged ground and air normals, on top of his already great raw health and damage. Use the air and meter to your advantage at all times in this fight and close in on him carefully.
  • Offense: Once you conserve meter and activate I-Field, you can close in on Heavy Arm's limited air mobility and throw out gun/unblockables to punish many of his attacks once you have a frame advantage. You can close in with many piercing normals, and trap Heavy Arms with j.26P unblockable which will even eat up his projectiles.
  • Defense: Be careful at mid range! Heavy Arms can turn any stray WK conversion into his missile infinite if he's good enough. Once again avoid the ground, and try to conserve until you have 2-3 meters until you can safely attack in. Heavy Arms will try to bait you to throw I-Field with projectiles as his sole gameplan if necessary.
GBA2 Sandrock icon.png
Sandrock
(Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: The-O has all the tools for neutral in this match-up. Sandrock has little to no room for surprises beyond his special moves, and finding various ways of testing how much block pressure he can put on you. However The-O has a speed and normal advantage in this fight. Sandrock will struggle with safe anti-air or pressure, keep this in mind.
  • Offense: Saving meter and being mindful of spacing before setting up for your offense will be key, as Sandrock is no stranger to blindspots, and has many ways to trick up your approach game. Should you close the distance, he will struggle to get out the corner or any ground situation beyond mixing up quick-rise and his i-frames on super.
  • Defense: Beyond baiting for I-field, Sandrock's stubby normals will not lend himself to much frame traps, but mid-range distancing will be his prime range for mix-ups and other pressure as part of attempts to stuff you out.
GBA2 Wing icon.png
Wing
(Advantage)
[Character Page]
  • Overview:
  • Neutral: Much of Wing's zoning kit is going to be neutralized by I-Field, meaning on-reaction super punishes will be as well should you rush in with I-field bubble. Wing will have to defer towards a mix-up mid-range style as he feels out O's options, and your I-field timing as means to get in attacks.
  • Offense: Wing has very weak health, and contrarily - The-O has some of the best health in the name for a non-Boss suit. Wing will have to play very carefully without much of his traditional zonings tools while simultaneously avoiding being cornered and it is likely you will have the room to trip Wing up with jump ins and gun punishes. Do not be afraid to take advantage of your boost in speed.
  • Defense: On defense there isn't too much Wing can trick you up on. Most of his options will not do too much damage unless they lead into super. Although he will likely pry for openings, grab attempts, and respect your unblockable if you have punished Wing with it before.
GBA2 Deathscythe icon.png
Deathscythe
(Disadvantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: While O can shut down a lot of Deathscythe's unblockables, Deathscythe will be able to punish and outspace O at many twists and turns with teleport and constant sudden pressure, and while both characters possess strong oki pressure games, Deathscythe will have many more ways to take advantage of it, particularly when doing j.SP into 26K which is completely unavoidable as an I-fielder.
  • Offense: The-O has an advantage in the air, so it would be wise to use it. You won't have a conventional approach against a Deathscythe beyond cornering them, as Deathscythe's teleport and mix-up game will constantly give him options to safely poke and punish around you with little to no safe counterplay against it beyond gun and well spaced unblockables.
  • Defense: Don't get pressured by Deathscythe, watch out for teleports, especially teleports into unblockables as you will not be able to easily anticipate that or punish around that. Mix up your quick rise and force Deathscythe to make committal options when you can. Do not play on his terms as much as possible.
GBA2 Altron icon.png
Altron
(Slight Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Altron's safe zoning tools can force O to take a more boost-in approach, and force O to take to the skies where he will likely be stuffed by moves such as Altron's DP or SK.
  • Offense: Be careful with your boost in options and mix ups. Remember you have a backdash too, so don't feel the need to get too boxed in to your situation or approach as Altron may consistently attempt to zone you or prey upon what's left of the screen space in an attempt to limit your options.
  • Defense: Watch out for Altron's weak attacks as many of them are quick. Do not get high-lowed by Altron. And if Altron approaches with his jump in block special, you can use half circle or quarter circle unblockable to stuff this out.
GBA2 Tallgeese III icon.png
Tallgeese III
(Slight Disadvantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Despite many of The-O's advantages, he struggles to get in against a good Tallgeese, as he outranges many of your attacks and has an effective answer for everything as he will consistently adapt around your attacks and tactics. However beyond j.WP conversions in the air, he won't be able to do too much damage.
  • Offense: Be very careful with your air approaches, Tallgeese oftentimes has faster and better pokes than you. Feel free to get good damage with The-O's gun at mid range however, as many times it may catch him off guard if your opponent is getting too comfortable. Avoid getting close in, as Tallgeese has better close range options and frame data as a whole.
  • Defense: Watch out for Tallgeese's j.WP and j.SP, he will have no problems conditioning you with it thanks to their impressive frame data and speed, meaning he will have plentiful ways of mixing you up and forcing out your responses.
GBA2 Bolt icon.png
Bolt
(Disadvantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: The-O has no dodge for this matchup, meaning he will get cornered by Bolt's DP. Because of this he will have to play exclusively based on good reads, and well spaced damage as he looks for Bolt to throw attacks, otherwise Bolt's moves are more than enough to keep The-O at bay with j.SP and 262P.
  • Offense: Go for quick high damage moves, and safe mix-ups. Don't chance it too much, and always have an escape boost route at hand; conserve meter!
  • Defense: Don't get cornered by DP!
GBA2 Dragon icon.png
Dragon
(Slight Disadvantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Like many other characters, Dragon has many special moves that he can mix up and play around with to force I-field responses, on top of zoning tools. However that's not all, Dragon's close range and frame trap pressure will give O nothing to work with if he executes his pressure perfectly, meaning you will need to play a zone/bait-heavy playstyle.
  • Offense: Avoid giving Dragon any attempt to close distance at close range, and use mid-range as much as possible. Dragon has many defensive tools to work with, and many ways to throw out attacks that require you to I-field. Watch out if he is trying to zone you out with effective knockback. Your gun will be important for securing damage and forcing Dragon to make use of his limited offense tools in this match-up.
  • Defense: Avoid staying on the ground too much, and use air superiority and boost speed to your liking to stay out of the corner. Dragon will be able to easily close distance and low profile you with slide, and you will be tall enough for his high-low mix to matter. Avoid being sent to the corner and time I-fields carefully. Dragon may not be able to do his usual flags strategy, but that doesn't mean you won't need to be excessively meter conscious in order to retain an effective defense game.
GBA2 Burning icon.png
Burning
(Slight Disadvantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: This is a tough matchup for The-O as Burning has consistent escape options, ways to challenge your attacks, and will outpoke you with many of his deceptive attacks and get quick damage conversion into his super. Play carefully in the air, and use gun to punish only when necessary.
  • Offense: Position carefully around his dash-in distance as anything you do can be punished by DP or super, and he could attempt to challenge your unblockable with it on the ground or in the air. I-Field does not work against Burning punch contrary to what one would think. Many pokes will be invul-dashed around by Burning, contested by invul DP, or punished by an invul super, and some moves such as standing 5SP will beat your attacks. Your best advantage in this fight is your oki-pressure game.
  • Defense: Don't get locked into an unavoidable permanent frame trap, as getting jabbed once can easily seal your fate in this matchup, and this could set up for Burning's infinite if he intends to finish you off quicker. Burning won't be able to super you as long as you have I-Field on.
GBA2 Maxter icon.png
Maxter
(Even)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Maxter isn't very fast in this matchup beyond dash in pressure, but he has room for a surprising amount of punishes once he goes into his snake-y low profile states. Despite this, The-O can play around Maxter's moves and pressure with effective air-to-ground tools to space out his offense options.
  • Offense: Go for safe pokes, watch out if Maxter is consistently attempting to bait you through the ground. Becareful of Maxter's punches and mid range. He will slip through and challenge you with command dash in WP and SK moves if you let him. You will need to be extra careful about how you set up your unblockable as one fatal mistake can lead to an infinite in Maxter's favor.
  • Defense: Don't get locked in by his infinite, and avoid the corner whenever possible. Feel free to sit in the air and I-Field through Maxter's tricky mid-range, but don't challenge Maxter too much if he has the frame advantage as he will use this stagger to his advantage.
GBA2 Rose icon.png
Rose
(Disadvantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Many of O's attacks will struggle to challenge Rose at mid range beyond his two major specials. Rose has many ways to lock you into position through his myriad of mid-range tools, and an effective ground and air game.
  • Offense: Play it safe in the air!
  • Defense: Try not to get to pressured too much by Rose... Avoid having your I-field's constantly read.
GBA2 Master icon.png
Master
(Even)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Master will prefer to the ground, and will have ways to contest your pokes with his own zoning. However the risk/reward will explode in his favor should he be able to confirm into super. You can negate this with I-field.
  • Offense: Use unblockables carefully, and try to use it with I-field as insurance against rogue super punishes. Stay in the air, and trick out Master's options. Watch out if he attempts to knowledge check you with master cloak. If you have the health advantage you can effectively stall out in the air in this matchup if you so choose.
  • Defense: Master doesn't have too much ways to high/low you out, but will constantly be fishing for c.SP into super confirms. Should he be able to close the distance, he may be able to set up for an infinite blockstring through WP that O will not be able to get out of.
GBA2 Zeta icon.png
Zeta
(Even)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: This is a case where Zeta's kit lacks comparatively to The-O beyond his dash in infinite which will 100% lockdown O if he is not careful.
  • Offense: You can stuff out many of Zeta's options with the air unblockable approach. Zeta will struggle to find safe room to use his gun unless you are throwing out unsafe attacks at mid range.
  • Defense: Don't let Zeta dash into you with infinite. Watch out for invul frames or attempts to close distance. Cover your landings often and always.
GBA2 The-O icon.png
The-O
(Mirror)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: UF-O???
  • Offense:
  • Defense:
GBA2 Qubeley icon.png
Qubeley
(Slight Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Watch out for those kicks, and be aware as Qub's gameplan will strongly hinge on them closing distance.
  • Offense: Qubeley's ranged options shouldn't be a big problem, and you will have a lot of success taking Qubeley's fights to the air.
  • Defense: Stay on the alert for high low, and be mindful if your mid-range is getting too predictable. Qubeley will need to often time work harder to get in damage, and will only be able to do so if she is getting in close.
GBA2 Hamma Hamma icon.png
Hamma Hamma
(Advantage)
[Character Page]
  • Overview: Describe overall the flow of the matchup.
  • Neutral: Despite O's traditional advantages, Hamma does have room for contesting neutral, but will need to make much more successive reads in order to win.
  • Offense: Even while in offense, be careful about throwing out attacks at close-mid range, as Hamma can challenge you with Super. You should generally be able to challenge Hamma's limbs, but watch out for standing 5SP.
  • Defense: Don't throw moves out that you think will be punished by Hamma's super if Hamma consistently is beating out your options. Hamma's best bet is a careful high-low zone gameplan should he get close.

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"

                           |     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  ---------------------------------------
                      6X   |       |         |        |          | 
                 Specials  ---------------------------------------
                      XP   |       |         |        |          |
           Super           ---------------------------------------
                   26X+X   |       |         |        |          | ?F~?F invincible

Chain Table

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

  • The-O's 24P unblockable wasn't an unblockable in previous Gundam Battle Master/Assault games, with this change being suddenly present in GBA2. Although it is not currently known why.
File:GBA2 X Ending.png
X's ending picture. Only add if they have one.



The-O Wiki Roadmap

0% complete
Page Completed To-do Score

Overview

0/25
Strategy 0/25
Combos 0/16
Matchups 0/34

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