Wing Zero is the protagonist mecha bearing the name of its respective series, Gundam Wing. Unlike his previous incarnation in Gundam Battle Assault 1, Wing is now a fully unique suit instead of a clone of Zeta Gundam with its own moveset and a design based on its appearance Endless Waltz, the XXXG-00W0 Wing Gundam Zero.
Wing's most notable aspect is their wide variety of projectiles. From endless vulcans and buster rifles, to slide kicks and bird tackles, Wing has the means to keep the opponent playing his game. However, these tools all have their own flaws, and because of this he has to consistently mix up his options and keep the opponent carefully distanced. Although Wing is primarily a zoner, with mostly stubby normals to go with, he has two of the best zone breaking options in the game with 2SK and Bird Tackle. Furthermore, he possesses a true invincible DP with Rising Bird Tackle and the only frame 1 super in the game, giving him unparalleled punish potential. However, Wing is significantly lacking in respect to mixups, possessing no IOHs and a very weak unblockable. Good zoning can avoid the need to mix at all, but if Wing is put on the back foot it can be tough making a comeback. In summary, Wing is a versatile character who functions as an all-rounder that specializes in zoning. Because of this Wing has been consistently rated as a high-level character despite his low health and questionable offense.
Archetype: Zoner / Bait & Punish
Strengths
Weaknesses
Projectile Plethora: With practically every type of projectile at his disposal from spammy vulcans, to ammo-less beams, charge shots that absorb projectiles and override melee hits, and his infamous Buster Rifle that can be thrown 4 times from one boost, Wing has a myriad of ways to zone and stall out against opponents. Attempts to get past these can leave them open for punishes, particularly from super.
Zone-Breaking Moves: While Wing is primiarly a zoner, he has some of the best counter-zoning tools in the game with Bird Tackle and his 2SK slide kick. These can even be safe if properly spaced.
Frame 1 Super: Wing's super launches him immediately upwards, which can save him in a lot of situations. This is complemented by it being frame 1, making it a powerful punish.
Hovering & Air-Stalling: While minor, Wing can float in the air. When combined with his projectile stalling, particularly with Buster Rifle, Wing can force opponents to spend boost to try and reach him.
Low Defense: Wing's armor stats place him in the bottom 4 when it comes to armor-values. This means he can't afford to take as many hits as most other characters, a weakness further amplified by his inability to make a comeback.
Lack of Clear Offense: Despite Wing's myriad of defensive options, he will struggle to find an opening when he's on the offensive. He has no high/low mixups and an incredibly weak unblockable that's effectively non-existent against good players. This forces him to rely on punishing mistakes and racking up chip damage, which he's admittedly very good at.
Weak Comeback Potential: Wing has little in the way of good combo starters, meaning most of his damage comes from landing stray projectiles in neutral, building up chip damage, and finding punishes with super. This means that when at a life deficit, particularly against more defensive characters, Wing can struggle to meaningfully fight them without overextending.
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.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Wing Zero's neutral will almost certainly consistent of weighing his advantage state, while trying to open his opponent up for safe and reliable punishes along the way that don't put Wing at too much risk. This means Wing may alternate being playing defensively and offensively, with one style focusing on zoning, and the other focusing on a rather riskier bait & punish style, with hints of zone-breaking along the mix due to his disruptive moves and reliably strong punishes (such as his super).
Offense
Wing Zero's offense is limited, but he can sometimes get away with slide kick (c.SK) and Bird Tackle to force his way in. He has good jump in options from j.WK, and j.WP which can lead to simple air chains into projectiles. Wing Zero's offense is often times baiting the opponent into making different moves, as Wing often times won't be able to win through chip alone, hence this switch-up in style may be paramount for good Wing Zero play. Because Wing does have a decent set of neutral moves, he can often times claw his way in and throw out dodges and projectiles to play around opponents weaknesses and ultimately bait in for moments to throw out super. This is one of the safer and more traditional Wing approaches at high level play when it comes to safe offense.
Defense
Wing Zero has no problem laying up defensive walls with his projectiles. Vulcans can be spammed as as needed to create distance. Spread shot can be tossed out, and used at close range to waste time around opponents and cause a little bit of damage. And Buster Rifle can be thrown (with good timing) out repeatedly, although the start up does mean the opponent will have time to close in distance, hence it is recommended you do it in the air and boost around near the edges of the screen. Buster Rifle has great depression and elevation for a projectile, with its only notable blindspot being directly below it. Since Wing Zero is defensive, he may struggle against other defensive mechs.
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.