Gundam Battle Assault 2

By all means, if you are feeling the idea of writing stuff about God/Burning, go for it. I’m likely to still do something for it as well anyways, but surely collective knowledge would yield some pretty solid stuff. :slight_smile:

Which character will you be putting Burning up against in the money match?

Are you guys about ready for some controversial tier lists? I have mine ready.

Not sure who he’ll be playing; he hasn’t played the game :p. It’s going to be fun for me, regardless.

I’ll get started on the write-up later tonight, I’m not incredibly verbose, so it’ll be pretty brief.

Haha easy money, I like it!

I have the Altron guide mostly drafted out, just have to fill it out with details and edit and find a sweet picture on the internet. Until then…

my recent tier list:

Ban
Devil (Dark)
Psycho mkIII

S
Rose
Epyon
Deathscythe Hell
Wing Zero
RX-78
God (Burning)

A
Hydra
Dragon
Nu
Master
Sandrock
Bolt
Sazabi
Char’s Zaku II-S
Tallgeese III

B
Heavyarms
Altron
Hygogg
Zaku II
GP02A

C
Maxter
Zeong
FA ZZ
Quin Mantha
Neue Ziel

D
Big Zam
Acguy

Ball
Ball

Here’s my tier list; note that I have not included suits I think should be bans (4 bosses+Hydra); note that this is a personal list and not official or whatever.

S
Deathscythe
Rose
Epyon
HeavyArms

A
Burning Gundam
Dragon Gundam
Wing Gundam
Quin Mantha (not too much experience with this fighter, health total is a big part of the reason for A tier)
Nu Gundam

B
FAZZ
Sandrock
Master Gundam
Altron
Sazabi
RX78
Tallgeese III

C
GP02A
Zeong
Maxter
Hygogg

D
Zaku II S
Bolt (personally, I feel Bolt Gundam is really, really bad)
Acguy
Zaku II

D-:
Ball

I finished part two of the Deathscythe guide.

[media=youtube]msawyZMG7Cc[/media]

Guess I’ll put my opinion tier as well. Granted, I still have a long way to go. I’ve only spent a decent amount of time with a total of 8-9 of the characters in this game. Most include the characters I’ve done video guides for.

Banned
Psycho: If I was a good hacker I’d replace Ulube with Akuma. METSU GOSHORYU!!!
Dark: GZZZZT GZZZZT GZZZZT

S Tier:
DeathScythe
Rose
Epyon
Wing Zero

A+ Tier
Hydra
Master

A Tier
Dragon
Burning
Sandrock
Bolt (Word of mouth is the only reason he’s this high. People INSIST he’s good. I haven’t had the time to play with him yet.)
Nu Gundam (The funnels, my god man, the funnels)
RX-78 (I may move him up higher, but I really don’t know about this guy sometimes. I often feel like it’s the opponent’s fault if you get hit by the hammer, or normals that combo into it, and not so much a testament to the character’s placement itself)
ZakuII/S (Zaku Grenades are among the best special moves in the game. That special MAKES this character rock and roll. You guys need to recognize the POWER of the Zaku)

A- Tier
Quin Mantha (health, damage, shield, good normals, hard hitting projectiles, FUNNELS, what’s not to love?)

B Tier
Heavyarms (Epic damage and keepaway marred by the low priority of shell based projectiles)
Hygogg (When I did get my competitive friends to play this game years ago, one of them picked up Hygogg and ROLLED him)
GP02
Sazabi [SIZE=3](Tricky normals, great air game, the only gundam with an aerial mega special, and that could lead into some fucking amazing combos.)[/SIZE]

[SIZE=3]C Tier[/SIZE]
Altron
Tallgeese III
Maxter (Dat infinite pushed him out of D Tier, but he still has very few ways of getting in safely, considering he’s primarily close ranged)
[SIZE=3][SIZE=4]Zeong (Not as bad as people think, but yeah still pretty bad)[/SIZE][/SIZE]
FAZZ [SIZE=3](Why do you guys place this one so high?)[/SIZE]
Nue Ziel (Defense so bad it’s a liability)
Big Zam (Just pick Sandrock)

D Tier
Acguy

Ball tier
Ball

S****o You Want to Play Burning Gundam
A Burning Gundam Guide for Gundam Battle Assault II by the SRK GBA 2 community

[LEFT]If you’re reading this, you’ve heard of a nifty little fighter called Gundam Battle Assault 2 for the Playstation. The game itself seems quite shallow (IF I JUST SPAM BULLETS/ BEAMS I WIN PEW PEW PEW), but underneath the surface, there’s a fairly complex, solid fighter. This, as stated in the title is a guide for Burning Gundam. Burning is first a foremost a rushdown character; your playstyle and mindset should be ‘Hey, I’m going to bully this guy into a corner and keep him there!’. If this sounds like how you want to play in this game, look no further than Burning Gundam, one of the best rushdown suits in the game. Burning Gundam relies heavily on its amazing normals, strong specials, and his excellent hyper to grind opponents down and keep them right where he wants them: in range of his jab, preferably in a corner.[/LEFT]
[LEFT] [/LEFT]
[LEFT]I. MOVE LIST[/LEFT]
[LEFT]--------------------------------------------------------------------------------------[/LEFT]
[LEFT]COMMAND NORMALS/NORMALS[/LEFT]
[LEFT]--------------------------------------------------------------------------------------[/LEFT]
[LEFT] [/LEFT]
[LEFT]1. **Close f.HP- **A move shared among all fighters in GBA 2. If f.HP is used, the fighter will use a grab, stunning the opponent for about a second; this is a very useful move for Burning Gundam as he is an in-your-face fighter.[/LEFT]
[LEFT] [/LEFT]
[LEFT]2. **cr.LP/s.LP- These will be your main tools throughout a match- Burning Gundam has an absolute godlike jab that beats a vast majority of other normals in the game. The move is also safe on block, making it extremely good up close; and once you learn your combos, a jab hit confirm can lead you into 90%-100% combo. Main point: Do not be afraid to use this; if you are on top of your opponent and not alternating between high/low jabs, you’re doing it wrong.[/LEFT]
[LEFT] [/LEFT]
[LEFT]3.
s.HP- **Solid anti-air move (think Guile’s s.MP/cr.HP); someone whiffs something over you, this should be your go-to move.Also, it hits twice for nice damage.[/LEFT]
[LEFT] [/LEFT]
[LEFT]4.**cr.HP- **Another godlike normal; usually used to put space between yourself and a blocking opponent, as it pushes Burning Gundam back out of close-range punishable distance when blocked. This move is also use to end jab combos, usually followed by fdf.HP or your hyper.[/LEFT]
[LEFT] [/LEFT]
[LEFT]5. **cr.LK/s.LK- **Another solid normal, but difficult to combo off of; a good tool for footsies with another rushdown opponent.[/LEFT]
[LEFT] [/LEFT]
[LEFT]6. **s.HK- **A decent footsie tool, covers a good range, and can inflict heavy damage. Use sparingly, as opponents like the RX-78 can punish a miss.[/LEFT]
[LEFT] [/LEFT]
[LEFT]7. **cr.HK- **Great gap closer, it’s a sliding kick that covers about half the screen; but it’s not as useful as some of your specials. Does a decent bit of damage. Also, VERY unsafe unblock, much like Bison’s Sliding Kick.[/LEFT]
[LEFT] [/LEFT]
[LEFT]8. **j.LP/HP- **These two moves essentially do the same thing. Both are overheads, both do good damage, and the heavy punch even causes a hard knockdown! Not incredibly ambiguous after air dashes, but still good nonetheless.[/LEFT]
[LEFT] [/LEFT]
[LEFT]9. j.LK- Good for poking in the air, can keep opponents from getting in on you should they have the advantage, and delivers a decent amount of damage; it’s excellent at punishing slow startup air moves (Wing’s Air Buster Rifle comes to mind).[/LEFT]
[LEFT] [/LEFT]
[LEFT]10. j.HK (air)- Bad. Don’t use this. The animation is Burning Gundam doing a flip kick, and is punishable should it whiff, or be blocked by others with fast normals. Can be punished super hard close to the ground.[/LEFT]
[LEFT] [/LEFT]
[LEFT] [/LEFT]
[LEFT] [/LEFT]
[LEFT]
-----------------------------------------------------------------------------------
[/LEFT]
[LEFT]SPECIALS (BURNING…FINGER!)[/LEFT]
[LEFT]
-----------------------------------------------------------------------------------
[/LEFT]
[LEFT] [/LEFT]
[LEFT]1. **df.LP/HP (Vulcan)- **Mostly used to harass and chip, your rushdown that relies on melee, blow your ammo load if you can knock off a bar. Heavy uses 50 ammo at full, light uses 25. Useable in air.[/LEFT]
[LEFT] [/LEFT]
[LEFT]2. **db.LP/HP (Burning Finger)- **Your signature move, but as a special, it’s ok. Has a slow-ish startup time, even on light, and is used to punish whiffed unblockables, mostly. Can be combo’d into hyper, making it a good tool as a punish, as the combo does great damage. oth light and heavy have virtually the same properties.[/LEFT]
[LEFT] [/LEFT]
[LEFT]3. **bdf.LP/HP (Tenyoken(?))- **A fireball that travels about 3/4ths of the screen. Doesn’t have a bad startup time, eats missiles, and delivers a good bit of damage on unsafe approaches. Useable in air.[/LEFT]
[LEFT] [/LEFT]
[LEFT]4. **fdb.LP/HP- **Your unblockable. Not really great, isn’t really good wake-up pressure, and is punishable as heck. Only use if you’re positive it will hit.[/LEFT]
[LEFT] [/LEFT]
[LEFT]5. **fdf. LP/HP- **The safest way of connect Burning Finger. Burning Gundam throws a small punch, that, if it connects, will launch the opponent into a juggle state, and will have an immediate Burning Finger hit. Can combo after jabs (2 from my experience) provided you are close enough. Can combo into hyper on some units, especially those with larger hit boxes.[/LEFT]
[LEFT] [/LEFT]
[LEFT]6. bdfb. LP/HP- The End! A pretty good move, does solid damage even with scaling, and is safe to most slower suits on block. It’s fairly difficult to combo into after jabs->HP (I have difficulty with it). Great combo ender if you don’t have meter for hypers, and put the opponent in a knockdown (I believe, I rarely use this move so if I can have some assistance with this section it’d be appreciated- Poco)[/LEFT]
[LEFT] [/LEFT]
[LEFT]7. db. LK/HK- This will be another tool you’ll be using quite often. It’s a ground AND air dash that is cancelled by a normal input (dash cancelling). An excellent special all around, and it really ties up Burning Gundam’s game.[/LEFT]
[LEFT] [/LEFT]
[LEFT]
------------------------------------------------------------------
[/LEFT]
[LEFT]HYPER[/LEFT]
[LEFT]
------------------------------------------------------------------
[/LEFT]
[LEFT] [/LEFT]
[LEFT]1. **MEGA BEAM OF DOOM- **Quite possibly one of the best hypers in the game. Comes out fast as hell (~3-4 frames) and can be used to punish beam characters heavily. While it doesn’t have a knockdown, it delivers a ton of damage. Also has little/no recovery time- all in all, it’s fantastic.[/LEFT]
[LEFT] [/LEFT]
[LEFT]II. PROS/CONS[/LEFT]
[LEFT] [/LEFT]
[LEFT]+ Has one of the best rushdowns in the game[/LEFT]
[LEFT]+ Has nice combos[/LEFT]
[LEFT]+ High damage[/LEFT]
[LEFT]+ Cancelable Air Dash and Ground Dash are excellent ways of getting in[/LEFT]
[LEFT]+ Strong Specials[/LEFT]
[LEFT]+ Probably the best Hyper in the game[/LEFT]
[LEFT]+ Incredibly fast[/LEFT]
[LEFT]+ Second best jab pressure game[/LEFT]
[LEFT] [/LEFT]
[LEFT]- No way of putting down ranged pressure[/LEFT]
[LEFT]- Has a REALLY bad unblockable[/LEFT]
[LEFT]- Main Special has a long startup[/LEFT]
[LEFT]- Air game isn’t the best[/LEFT]
[LEFT]- Can get locked down at a range, even with dodge cancelling block-stun[/LEFT]
[LEFT] [/LEFT]
[LEFT]III. MATCH-UPS[/LEFT]
[LEFT] [/LEFT]
[LEFT]Deathscythe: 3.5-6.5[/LEFT]
[LEFT]Rose: 4.5-5.5[/LEFT]
[LEFT]Epyon: 5-5[/LEFT]
[LEFT]HeavyArms: 5-5[/LEFT]
[LEFT]Burning Gundam: 5-5[/LEFT]
[LEFT]Dragon Gundam: 6-4[/LEFT]
[LEFT]Wing Gundam: 5.5-4.5[/LEFT]
[LEFT]Quin Mantha: 6-4[/LEFT]
[LEFT]Nu Gundam: 5-5[/LEFT]
[LEFT]FAZZ: 5.5-4.5[/LEFT]
[LEFT]Sandrock: 7-3[/LEFT]
[LEFT]Master Gundam: 5-5[/LEFT]
[LEFT]Altron: 6-4[/LEFT]
[LEFT]Sazabi: 4-6[/LEFT]
[LEFT]RX78: 5-5[/LEFT]
[LEFT]Tallgeese III: 6-4[/LEFT]
[LEFT]GP02A: 4-6[/LEFT]
[LEFT]Zeong: 8-2[/LEFT]
[LEFT]Maxter: 6.5-3.5[/LEFT]
[LEFT]Hygogg: 5-5[/LEFT]
[LEFT]Zaku II S: 6-4[/LEFT]
[LEFT]Bolt : 8-2[/LEFT]
[LEFT]Acguy:8-2[/LEFT]
[LEFT]Zaku II:7-3[/LEFT]
[LEFT]Ball: 10-0[/LEFT]
[LEFT] [/LEFT]
[LEFT](to be continued)[/LEFT]
[LEFT] [/LEFT]
[LEFT] [/LEFT]
[LEFT]EDIT 1- I’ve gone through it and see some things I will edit out/explain more tomorrow- I will be adding combos and some general play tips, and pros and cons of burning gundam. I’ll probably be finishing it next Thursday, as playing it against people and not just in ‘lab mentality’ will give me some more to work with.[/LEFT]
[LEFT] [/LEFT]
[LEFT] [/LEFT]

Yo, I promise you I’ll get some videos soon. I got a Dazzle on the way, and I’ll show you why Burning and RX-78 are so good. My Burning friend and myself have insane matches all day. Poco, I’m gonna go take care of something real quick and then I’ll read what ya got. :slight_smile:

Just did some quick tests with the Zaku brothers, Sazabi and burning.

I had forgotten how fast Burning Gundam is, and though his combos aren’t really spectacular, he can rack up damage pretty fast I guess. I still see him as a tier below the big five, but I’ll move him up higher.

Denim(Zaku II) may have slightly more health, but they both do the same damage, and the speed of their unblockables are the same. Char (Zaku IIS) is faster and, unlike Denim, Char has access to more combos, as his jLP will gatling (Denim gets only one action per button in the air) and his sLP will actually combo to his crLP, (For some reason, Denim will not do this) The only ‘real’ one up Denim has over Char is his R1 dash is less ridiculous than Char’s. Char’s dash will send you fucking flying across the screen, making it impossible to use as an approach tool (though Char’s so fast he can simply run and jump and it’ll be almost as fast as a dash, except it takes no boost guage so it’s almost like a free dash) while Denim’s R1 dash is not only normal like the other mobile suits, but you can cancel your momentum with grenades, avoiding the punishment of a mistimed approach, or, more usefully, laying down a barrage of grenades to cover your actual approach.

In short, Char is faster, can cross up better, has better combos but slightly less health and a dash pretty much meant only for running away. Denim has slightly more health and a more useful dash, but is marred by average speed and very strange combo restrictions. I think Char is better, but it just might come down to preference. I really wish Denim didn’t have that weird kicking restriction. It’s just very strange that he has that.

As for Sazabi, you mother fuckers are drastically underestimating this bad ass beast. If anyone would be a counter for Hydra, it’d be this BAMF. He has a command overhead, the fastest ground overhead in the game, and also it’s air ok. His double kick in the air does half a bar to most of the cast, and can be combo’d into his aerial Mega Special for a full bar. That’s a full armor combo off an aerial overhead, and a pretty fast one to boot. his djHK is a back kick which has a frontal hitbox, which can likely be used to mess with people. He can combo into his ammo attack in the air for almost a bar. His unblockable has two swipes, and is a great wake up punisher. Did I mention the fact that Sazabi has funnels, which, with excellent timing, can be used to bridge combos. you can even combo on block into the command overhead by utilizing his funnels at the right time since they can be activated at all times. (I love funnels, I really do)

He does have some glaring setbacks though. He’s probably the best aerial character in the game next to deathscythe, but because of this, his ground normals are lacking. They’re slightly slower than most, and he has a lot less combos. You can use funnels to try and bridge normals that normally wouldn’t combo, but it’s more trouble than it’s worth when you can simply short jump into his air normals. His ammo attack, while wide, fast, and powerful, takes up a LOT of ammo. 50ammo light and 150ammo heavy. (And I thought Zaku and Heavyarms took a lot of ammo) You literally get two and a half shots from the heavy one, so you’d stick with light, but the damage from comboing into the heavy ammo attack is pretty tempting. His most annoying setback is that he loses access to his mega special while his funnels are active, so bridging ground combos into a mega special is essentially impossible. Not a big setback, but a disappointing one in terms of how fun he would have been.

He’s a lot better than people seem to give him credit for though. A solid mid tier. 'Swhy I put him in my B tier.

I hope you’re ready for this wall of text. 100% crit chance!

I like the Deathscythe video! I will say one difference between CPU and players though is that players cancel block stun with dodges, and the CPU doesn’t. This alone doesn’t totally negate Atomic Slash pressure, but a whiffed j.HP from Deathscythe can’t be cancelled into a new Atomic Slash, and leaves him very vulnerable. At this point, Deathscythe has a lot to worry about, and this is where Rose (for example lol) can really make him suffer!

Onto the tier list discussion I’ve been aiming for! I always love these!

Poco maintains the high tier Heavyarms. Okay, okay, I only want to list what I think are his bad match-ups:

Hydra, Epyon, FA ZZ, RX-78, Nu, Sandrock, Wing Zero, Deathscythe Hell, Tallgeese III, Bolt, Dragon, God, Rose, and Master.

That’s quite a few! Even if I’m wrong on, say 5 of them, that’s still quite a few.

You both put Quin Mantha fairly high. I don’t have a lot of experience with her, but I just don’t see the tools there. Sure, she has an i-field instead of a dodge, and funnels, but with no hyper armor attacks and mediocre zoning, there’s nothing really scary about her. If she is very strong, I think it’d be cool to see.

Not a lot of faith in Bolt? Well, to be fair, I’ve never seen it in action really either. This pick goes over-looked, hiding in his corner on the character select screen, and disregarded as slow by people who do glance at him. He is the only other legitimate pick aside from Epyon with a genuine hyper armor attack though, and it’s completely safe on block to my knowledge. His combos do very nice damage, his unblockable is actually a lot better than it seems at first, his air-to-air is among the best, his ball and chain rekkas are really strong, his ammo is solid shell vulcans, but some of the best in the game. He doesn’t have trouble with zoners, but maybe some issues under pressure, not sure. Either way, I think he’s pretty decent.

RX-78 is crazy. Of course I gotta stick up for my guy, but really, I don’t know what’s hard to see about his insanity. He’s the only character in the game that has many ways to land a hard knockdown (including an extended combo) AND takes absurd advantage of those knock downs. The HP xx super option select is one of if not the best in the game! Not to mention it is a full stick of health on any opponents falling short of SS health tier, and that’s at lvl 1. Then there’s Trample and Helmet Hit and Beam Rifle and… He’s also the only character in the game that I feel like I get to choose how much damage I want to do when I land a hit, depending on what resources I want to use. I want to do 1.67 bars of damage off of my HP? Ok. I can. What’s not to like?

That’s all I really got for Poco’s (some of that was shared between you both).

Master often goes heavily under-rated or over-rated by many I think. Both ends of the spectrum. I’ve been playing him a lot this past week (against players), and I just feel like he’s slightly better than the median. I think God is better in almost every way except for the absence of Master Cloak, and Master’s air-to-air is better. Master Cloak is pretty useful sometimes, but not at all abusable. Master has Trample, but no really significant gain from successfully landing it like RX-78. Best I can do is QCB+K or just thrusted run the opponent into the corner.

GP02A… I fought a lot of him just yesterday, and while I was pleasantly surprised at the amount of fight he was putting up, there’s just a lot he can’t deal with. His armor takes a lot of work to go through though. His projectile does a lot of damage, but it’s not a beam. His super is purely for zoning or resetting the situation. You can attempt to go for beam saber I guess, or in some situations, a stun grab. The scariest things he has are his vertical rockets (QCB+P), especially if he anti-airs with it. If you get hit by the primary rocket as it ascends, even on lvl 1 it’s a fuckton of damage. And the other thing that’s scary is his Shield Buster (invincible start-up) cancelled into j.HK, also a ton of damage even on lvl 1. But those things are pretty easy to deal with by most of the cast if you’re smart and patient. We both agreed that GP02A has a lot of bad match-ups, and this is based on experience for once.

BerserkChip, I like how you put Zaku a bit higher than we did. I think it’s very possible. I think the cracker grenades are fantastic, and the Zaku’s have some great tools. I just can’t figure out how to do any damage to people with them without being all unsafe about it. One of my newer friends was picking him up and had sweet aerial cracker grenade games where you basically had to guess whether to block low or high, or react very quickly, sometimes it was ambiguous enough that you had to guess which way to block too. It was pretty neat.

If Hygogg’s armor wasn’t so low, I think he’d be pretty awesome. A lot of combos don’t even work right on him even if he’s standing. So low profile… Very fast, some of the best pokes, and the damage isn’t the worst. He falls over too fast though. Too bad. I guess I am agreeing here lol.

FA ZZ has an i-field, one of the strongest ammo attacks in the game, insane armor, pretty good zoning, scary normals. If his super had faster start-up, you’d have a really scary zoner! We did only put him in middle tier though, mind you. He definitely has weaknesses.

God (Burning) is another one I’ve been playing a lot myself recently, and is my long-time friend’s main for about 8-9 years now (minus 4 years in the Army lol…). Your lack of faith in him has piqued my curiousity. Slightly better than average armor. His combos are somewhat limited, but their damage isn’t. His super is also one of the better reaction supers, should you choose not to use them in combos. My friend goes this route more often than not. He’ll often save 2 supers for the last bar and it can really limit your options during a match’s “crunch time.” You can link his supers into each other, but it’s much harder than it is with Master, and it might even be specific to match-ups. Maybe it actually only works in the corner, but that’s okay because you’re going to be spending a lot of time there. His jab is second only to Rose’s. Dat pressure, omg! s.HP… just do it. Hit box is crazy good. I think you really under-value his normals. Burning finger is a bit slow to start-up, but does respectable chip and is completely safe. He has legitimate jump-in combos with running j.LK, cr.LK and so on. His command dash obviously isn’t as good as Maxter’s for combos, but it has invincibility for quite a few frames. It gets him past a lot of zoning tools. You can also use this in the air, and you can tiger knee it to do it really low to the ground for some MvC3-style box jumps (once again with the j.LK, cr.LK and so on from this). DP+K also has invincible start-up, and is also usable in the air. Gimmicks with the Knee Kick aerial command normal certainly exist. Tenkyoken permaflight. At the end of the day, he is one of the best rush down picks, and he has all the tools to compete with the best suits in the game. I’m sure I’m forgetting stuff too…

That more or less concludes my thoughts on the tier lists. That was a lot of fun to type actually!

Poco, you hit the nail on the head with most of that write-up. I got a few notes.

s.HK range isn’t quite as good as it appears. Unfortunately, the hit box seems to stop at his ankle.
cr.HK is very unsafe on block, like M. Bison’s, so be careful!
j.LP doesn’t seem to knock down :frowning: but yeah j.HP does!
j.HK is okay to use if you already hit them air-to-air with a LK, and if they aren’t too far away, you can cancel j.HK into his DP+K for a knockdown. By itself though, yeah, j.HK is pretty aweful haha!
His super unfortunately doesn’t knock down, but I still agree it’s one of the best in the game.

Interesting thing about Burning is a lot of his combos are situational. Here’s what I got:

cr.LP, s.HP, s.HK
Great and easy combo for saving supers or when you’ve exhausted them all. The fewer the jabs, the better, so I list only 1!

cr.LP, s.HP xx Sekiha Tenkyoken
Standard bread and butter combo into super. If the opponent is too far away for s.HP, use cr.HP instead for more reach at slightly reduced damage.

cr.LP, s.HP, s.HK xx Sekiha Tenkyoken
Improved version of the bread and butter. Does the most damage of all of his combos, but only works on: GP02A, FAZZ, Ball, Sazabi, Nu, Sandrock, Deathscythe Hell, and Master.

cr.LK, s.HK xx Sekiha Tenkyoken
This actually does about the same damage as his standard bread and butter, but let’s be honest, Burning players are pressing jab more often, and for good reason. This is more of a footsies combo or used after a j.LK.

s.HK xx Sekiha Tenkyoken
Option select to super, much like my favorite OS with RX-78!

Vulcan Guns, Sekiha Tenkyoken
Super can be easily confirmed from Vulcan Guns if given enough distance.

Burning Finger xx Rising Burning Finger (DP+P)
Easy combo from a successful Burning Finger that saves your supers.

Burning Finger xx Heat End
The holy grail combo, for serious trial mode lovers that need that nostalgia from the G Gundam TV series, where this was actually a signature combo of Domon’s. Extremely difficult to link these two specials. You CAN cancel Heat End into super, but that defeats the whole point, doesn’t it?

Burning Finger xx Sekiha Tenkyoken
Landed a random Burning Finger did you? Grab dat damage!

j.LP, j.HP
Air-to-air combo. Not much to it, but swats them to the ground in a knock down.

BerserkChip, I did not know about that discrepancy between the Zakus regarding their air normals! I feel that using Cracker Grenades to stop your thrusters and dropping on them counts as using thrusters to approach, it’s just different. :stuck_out_tongue: At the end of the day, I thought they would both be situationally good in their own ways, but the chaining differences is a bit of a deal-breaker, so I’d agree Char is the unquestionable choice. I moved Char up a tier.

I’m glad to see you sticking up for Sazabi, and with good reasons. You’ve convinced me to move him up. He was one of those picks for me that was honestly more of an unknown, but it was hard for me to see the potential. Sazabi SHOULD be awesome, it’s Sazabi! The symbol of Neo Zeon! I totally forgot about the overhead special. It’s actually the second-fastest overhead in the game if I’m not mistaken. Rose’s j.HK can be quicker, but not by a lot.

Dragon can also use his super in the air! Neue Ziel as well, but at that point I’m just being a smart ass, haha!

And that concludes this ridiculously long post. :slight_smile:

Added in a matchups list (those are my thoughts,anyway; any input would be appreciated), and added in a pros/cons section.

I’m glad people see how deadly Rose is. Rose is like the perfect rushdown character with all the tools to mix you up, get in and STAY in. Amazing jab, great hit confirms into huge damage, overhead dive kick, decent unblockable, funnels for lockdown, and even a forcefield for anti keepaway. Second only to Deathscythe cuz the god of death has alot of reset nonsense, but I don’t really think Rose loses badly to anyone. Might have a slight disadvantage to DS because of teleport but i think that might be it.

Yeah, Rose is so cheap haha! Very difficult to fend off. George would fit right in an MvC game. Rose Bits on a kick button is a nice little bonus too.

Rose is just too sick. When I was playing around against the computer it did a very weird combo to me, it was something like

st.LP->St.HP xx Super-> j.LP xx Barrier (go to ground)-> Unblockable-> Super

this was after a bit mixup. Rose is pretty sick

I have a few discussions going on the gamefaqs section for this game. Someone on their claims there is a difficult but possible aerial version of DeathScythe’s Mega Special. I haven’t been able to pull it off and I’ve never seen video of this. Can anyone confirm? It may prove to be an interesting combo challenge in the air.

I really have no idea how it would be done. It sounds like some sort of glitch? I can’t replicate it.

EDIT: I got it to work once after a dodge in the air… Couldn’t repeat.

Very much kudos to izzymc85 for getting footage of the deathscythe aerial mega special. It was awesome. I’ll start toying around with it as soon as I’m done with epyon’s video.

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The epyon video is going to be epic. I actually had to make custom notation for a few of epyon’s combos. A few of them are pretty damaging, but they’re all mostly starter combos to give new players something to build on. There may be a lot more potential for combos with Epyon. ESPECIALLY in the air.

Alls I gotta say is, god fucking damn, gatling jLK is so sexy.

Haha yeah his j.LK is pretty crazy, so much hit stun it links into itself with minimal descent or push-back. It reminds me of Master’s j.HK Continuous Knee Kick, but way better. It’s definitely something you need to block!

Just out of curiosity, is there any way we could do some netplay through epsxe or something?

You know, I thought there were no netplay-capable PSX emulators out there, but upon doing another quick search I found ePSXe can do it? Check http://www.coolrom.com/forums/showthread.php?t=27353 and we can reverse-engineer what we need. I heard it is hard to find a working ROM for this game, but I can make an ISO from my disc if I need to…? This is a very good idea though. I’m going to do some more looking into it.

At least on a PC I can use my fightpad or stick. I’ve been playing on PS2 because I don’t have a PS3 anymore, and the dualshock is very effective for this game, but it is admittedly killing my thumb.

I would love some netplay. I already have a working ISO from when I converted my old disc before it got scratched up and I had to replace it, so I’ll look into this tomorrow (dead tired)

btw, the epyon video is finished : )

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