Background
Robo-Azuma? Azuma-Robo? is a robot created by Michelle, designed to mimic Azuma’s appearance. It will carry out its orders at any cost.
It can be found late at night in dark alleys, capturing those who cross its path to take back to Michelle’s lair for experiments.
It will fight back when in danger, using its drill with deadly force. In an emergency, it can self-destruct to keep its internal data confidential.
When its synthetic skin is off, it is in combat mode, ready to use its full strength and weaponry.
"GOSH. DAMN."
The community refers to him under a few different nicknames, they are: "Razuma" and "Robo".
This resource refers to him as Razuma, although others may vary.
Overview
Playstyle
Recommended Types: Stamina
Robo-Azuma, or more commonly, Razuma. Is slow, bulky, and packs a punch. Think Goldlewis.
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Pros |
Cons |
- Best-in-Class Buttons: Razuma's j.A is the biggest until-landing jump-in. Razuma's j.B is the best air-momentum changing jump-in. 5B is an amazing (and free!) anti-air. 2B is a ridiculous rule-breaking low. 5X is great for lockdown and meter-gain. j.X and j.EX are ridiculous fireballs if used right. --...and 2X is a free combo starter from anywhere on the screen.
- Top-5 Ultra: Ultra 1, Razuma's explosion, does everything, breaks rules, does great damage, and lets Razuma get away scot-free in a ton of scenarios.
- King of Two-Touches: Razuma from almost anywhere on the screen can bring you to the corner while dealing a considerable chunk of damage and getting meter. Then can go for a devastating corner-combo or mix that can end an opponent's life.
- Absurd Damage: U1, j.EX, 2B, j.B, 2X, and most combos deal too much damage for the meter spent.
- Boko Threat: Razuma has an infinite blockstring, 5X drill, and U1. This gives Razuma reliable boko break setups for trios and duos, forcing opponents to think about a mechanic nobody else has to think about.
- Extra Bulk: Razuma has a +20 HP and +5 Boko boost for being a big-body, making him extra survivable and more willing to take trades.
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- Tall & Exploitable: Characters can have infinites and instant overhead setups exclusive to the Gators just for their height and width, making it hard for them to get out of bad situations.
- Too Slow: Unlike Deka or Natanee, which are similarly slow but have options to bypass it, Razuma is constantly in a battle to stay near the opponent. Making Speed and Super sometimes tantalizing choices, despite usually losing out on options.
- Must Parry: Unlike most characters, Razuma relies on parries to get around their crippling speed. The character can be volatile on netplay and some match-ups can be reduced to a coin-toss if Razuma can't hit his parries.
- No Meter Taunt: Meter taunts are free economy and help immensely, not having one, while a similar character like Cocorn has one. Makes Razuma very sad.
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Movelist
Tech
Crouch-Slide Tech
Jab Loops
Using crouch slide you can infinitely loop jabs by timing a drop after every 5th one and gaplessly pressing 2A again.
It's corner-stone of the character's pressure, every jab can extend for multiple hits and a potential mix-up.
It builds tons of meter, does lots of damage, it's one of his safest pokes, and is also the general combo ender.
3A Blockstring
It's +10 on block and completely gapless if timed right, forcing the opponent to red parry low to escape the true infinite blockstring.
This guarantees some easy Boko-breaks, with U1 already primed you can pop U1 after 10 jabs against trios. Forcing the opponent to try a risky option or risk a full boko-break combo.
On Boko-break Razuma has a number of options, depending on where he is on the screen you can get a number of combos.
Crouch-Slide Parry OS
As the name implies, using 3 you can OS parries, since using 3 will not consume your parry.
This means Razuma is the only character who can approach and parry on the ground, this is essential for dealing with Razuma's horrible approach.
Especially since, most of the time, air parrying won't cut it.
The OS is performed as: [3] > (6)4, in which you hold 3 and then quickly flick to 6 when you need to parry.
After you hit 6, you can opt for 4 to OS block, either getting the parry or immediately blocking and being completely safe.
If you hit the parry, then continue parrying the attack.
Moves
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Mid
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1
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2
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2
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0
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10
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10
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-2
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N/A
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Can be low-profiled and is a mid, so it's better to use 2A usually.
Only useful for hitting the U1 Flash Bonus against some characters.
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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5
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Low
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1
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2
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2
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0
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10
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10
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-2
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N/A
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A standard jab that's almost broken thanks to crouch-slide.
Meter? Damage? Juggles? Carries? You name it, it can do it.
It hits low and has a great hitbox/hurtbox, bread n' butter basically.
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J.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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15
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High
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5
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Until Ground
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Until Ground
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0
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N/A
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The biggest j.A hitbox in the game, extremely safe and fast to use.
Pokes for free, but trades on air-to-airs.
j.B is better when you're in, j.A is how you get in.
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5B Awful arm-swing. Awful arm-swing.
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10,10,20(28)
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Mid
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9
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10
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4
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0
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9
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9
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-4
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C
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The start-up is deceptive, it's more-so 12f start-up as oppose to the 9f due to the first state.
The swing works in three states, which are:
High Hand
- 3f duration
- cannot hit opponents on the ground at all
- great for anti-airs but due to 5B having collision this physically cannot hit on the ground
- drops on certain characters when hitting 5B after 2X, makes 5B have to be routed out of combos
Mid Hand
- 4f duration
- safest hitbox, leaves you +9
- extremely slight disjoint but has the most forward momentum
- leads into a double-hit
Low Hand
- 3f duration
- disjoint
- reset to neutral on hit or block
Since the move is very problematic to hit and is far too slow for most combos, it's used for the first hitbox's anti-air pick-ups.
If you can help it, don't use this button in neutral, ever.
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2B Stanky Leg Stanky Leg
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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20
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Low
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8
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3
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5
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0
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9
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9
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-5
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N/A
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The longest 2B hitbox in the game, fast and safe to use.
Pokes for free, with an insane disjoint for a low... in a game with really bad lows.
Doubles up as a great combo tool and completely overshadows 5B in neutral, great poke.
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J.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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20
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High
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11
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Until Ground
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Until Ground
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0
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N/A
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You use j.A to get in, you use j.B when you're in.
It's got a very safe and disjointed hitbox, incredibly fast due to the momentum change.
A major part of Razuma's hi/lo pressure.
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5X home depot power drill home depot power drill
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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7*8(30)
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Mid
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14
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24
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7
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0
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Knockdown
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9
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-7
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KD, KB
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Serves as a combo-tool, due to the 8 hits, extremely good for meter-gain.
Doesn't apply that well outside of combos, don't use it in neutral unless you're calling someone out.
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2X Alex stomp will never die Alex stomp will never die
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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25
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High
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18
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4
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1
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0
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Knockdown
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9
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-3
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KD
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Deceptive start-up combo starter that's surprisingly evasive and can hop over most slides and projectiles.
This is your main combo-starter, you'll be relying on this to start any combo.
As such, everyone knows this is your starter and will throw all caution to the wind to stop you.
Can be difficult to hit in some match-ups, but once you're in, you're in.
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J.X
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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10
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Mid
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13
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Until Off-screen
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Until Ground
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0
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N/A
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Amazing air-fireball.
Seems bad, but it's great for controlling space considering how slow Razuma is, goes at an amazing angle that invalidates other slow characters.
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5EX Main Reversal Main Reversal
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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10,20,20(44)
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Mid
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7
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10
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1
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1-15
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Knockdown
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10
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-1
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KD, KB, C
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Your main reversal, covers every single angle around Razuma.
It's essentially a good version of 5B, although the invuln is small and it loses I-frame wars very often.
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2EX Y'know how I said it was like Alex stomp? Y'know how I said it was like Alex stomp?
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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35
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High
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11
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14
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1
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1-11
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Knockdown
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10
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-3
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KD
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Just as gimmicky as Alex's EX Stomp.
Works as a pseudo anti-air reversal, the hitbox comes out at around the hp-display and you lose your invuln from there.
Not very useful, but can throw opponents off, you're also better using 5B for anti-air pick-ups.
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J.EX
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Effect
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40
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Mid
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4
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Until Off-screen
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Until Ground
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1-10
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KD
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Broken move, if you can tiger knee it.
It comes out in 4f, so technically this move has 5f start-up including a jump.
Once you get good at tk'ing this, you can use it to approach safely, combo, and do almost anything.
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Ultra 1 (Y or j.Y) BWAAAAAAAAAAAAAAA BWAAAAAAAAAAAAAAA
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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Prime (Y)
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N/A
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N/A
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N/A
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N/A
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7
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0-7
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N/A
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N/A
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N/A
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N/A
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An unavoidable 7 frames of Priming the move that keeps U1 from being absolutely busted and lets us have install-state.
Can be used as parry/EX bait thanks to the super flash and 7f of invuln.
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Explosion (Y or j.Y)
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120
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Mid
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7
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10
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66
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0-34
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Knockdown
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?
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?
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KD, KB, BD, F, NC
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Deals huge damage and is useful in any combo thanks to the natural cancel it has.
You can cancel ANYTHING, including blockstun, once it's primed. (Except for GRAB.)
It does everything you'd ever want it to.
U1 can also be used in the air, letting you pop U1 after an air-to-air to kill your momentum.
After the explosion animation, you recover in the air, letting you input buttons like j.A or j.X.
Very useful for escaping projectiles or punishing DPs.
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Ultra 2 (Y) Hyper-charging Star! Hyper-charging Star!
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*10(113)
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Mid
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2
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1(11)1(11)1(11)1(11)1(11)1(11)1(11)1(11)1(11)1
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23
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0-57
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Knockdown
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-5
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-11
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-
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One of the few distinctly worse Ultra choices.
Despite the ridiculous I-frames and start-up, it's still stupidly punishable and reactable at the same time.
You can use it to avoid projectiles and force an approach, but overall it's far out-shadowed by Ultra 1 in terms of overall use and safety.
Still, people just don't expect it.
Corner carries are as follows:
- AA Hit > U2
- 2X > 2B > U2
- EX > U2
(There's no recovery on whiff, strangely, so it's better to punish it via blocking.)
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Grab (AB)
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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15*3(45)
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Grab
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3
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6
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5
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0
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Knockdown
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Knockdown
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N/A
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KD, KB
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Can't be cancelled by U1 and the KC follow-ups are very underwhelming.
Naturally combos in the corner however, but the best you can get off of it is a U1 (extremely minus) or a bunch of slide jabs.
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Taunt (Select) Every robot has gotta have spinny-limb taunt! Every robot has gotta have spinny-limb taunt!
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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+20 to next attack
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N/A
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N/A
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N/A
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72
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N/A
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N/A
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N/A
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N/A
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N/A
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Slow damage taunt on a character with no zoning, don't use it.
Can be used as a gimmick to lure players in if you have explosion primed.
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Crouch Slide (3) Makes this character playable. Makes this character playable.
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Damage
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Guard
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Startup
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Active
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Recovery
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Invuln
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Adv. Hit
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Adv. Block
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Adv. Parry
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Effect
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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N/A
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As the name implies, you crouch and slide across the ground. You cannot block or parry during this.
It's performed by holding 3 or down-right, once the combo-counter hits 6-hits, you're unable to crouch slide.
It's a pretty unique movement option, allowing Razuma to approach despite his huge hurtbox at times, but mainly to extend his 3A-jab combos.
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Combos
Notation Help
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Disclaimer:
Combos are written by various writers, so notation may differ slightly from this notation.
For more information, see Controls.
Character-specific notation, will be on the character's page.
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FB
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Refers to the act of gaining a "Flash Bonus", which grants you extra meter, on the hit of a move.
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KC
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Refers to pressing B+Y on the same frame, or the macro-button for B+Y. This is known as a Kyanta-Cancel, this game's Roman-Cancel.
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DC
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Refers to cancelling a move by activating Demon type's buff, similar to KC.
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XEX
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Refers to pressing X+Y on the same frame, or the macro-button for X+Y.
This is known as an EX move, for example: j.EX>5EX>2EX.
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{X/Y/Z}
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Move X or Y or Z can be used.
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#X
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Indicates that any of A, B and C may be used with #. Example: 3A (Down-right, Light.)
If you have trouble with this notation, you may want to google for "Numpad Notation" elsewhere.
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(X)xN or (X)xN-N
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Loop the inputs in the square brackets or parenthesis as many times as N, sometimes doesn't include brackets or parenthesis but still means the same thing.
Also occasionally includes a dash to indicate that a varying amount of hits can be performed.
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j.X
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Button X is input while you are in the air jump.
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X(whiff)
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Indicates that X is intended to whiff.
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(Delay) or (Wait)
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Indicates a short delay on the hit.
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(X)
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X move is omittable from the combo, this will be mentioned in the hover text.
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tk.X
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Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee.
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AA
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Indicates the move hits an opponent in the air, referred to as an Anti-air. Hence AA.
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[X]
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Indicates if a move should be held down.
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]X[
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Indicates if a held move should be released, for example: 5[B] > 5]B[.
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Razuma's Ultra-1 has special notation, starting it is referred to as "U1 Prime", while using it after it's activated is referred to as "U1 Activate".
Simply putting "U1", by itself means to activate and prime it as one full use.
Midscreen
Condition
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Notation
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Damage
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Notes
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Midscreen 0 Bar Works On: All
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*j.B > (3A)x2
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26/29 (Speed)
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Meter Gained: .25 Bar/.3 Bar (Speed) |
Meter Spent: 0 Bar |
(Video) |
Generic jump-in combo with an active-until-landing jump-in.
If you're using Speed/Super-type you can get an extra jab, thanks to Razuma's crouch-slide movement. |
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Midscreen 0 Bar Works On: All
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*(3A)x4
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14/20 (Speed)
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Meter Gained: .3 Bar/.5 Bar (Speed) |
Meter Spent: 0 Bar |
(Video) |
Standard cross-up jab combo.
If you're using Speed/Super-type you get two extra jabs, thanks to Rauzma's crouch-slide movement.
Notably could get more but thanks to crouch-slide capping off at 6-hits you can't move enough to link any more jabs. |
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Midscreen, Anti-air .75 Bar Works On: All
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180
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Meter Gained: .30 Bar |
Meter Spent: 1 Bar |
(Video) |
Finneky anti-air combo since you have to have pretty good timing for a niche pick-up.
Works but it's not nearly as easy as WD's j.B pick-up, Gyanta's 5B pick-up, or Rogue's 5B pick-up. |
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Midscreen 0 Bar Works On: Taro-only
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*(J.B)x3 > 2B > (3A)x2
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71/83 (Speed)
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Meter Gained: .5 Bar/.75 Bar (Speed) |
Meter Spent: 0 Bar |
(Video) |
Taro has extra hitstun so (tk.j.B)x3 connects, you get extra 3As with faster movement speed too!
If this hits in the corner, you can swap out the 2B for U1 and TOD Taro. |
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Close-To-Corner
Condition
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Notation
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Damage
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Notes
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Close-To-Corner 0 Bar Works On: All
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74
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Meter Gained: .7 Bar |
Meter Spent: 0 Bar |
(Video) |
Depending on the character, you can get extra jabs, with the most notable being Rogue/Hisomi.
On Rogue/Hisomi you can get: 2X > 2B > j.B > 3Ax7(80)(.90 bar built)
This is due to their hurttboxes extending the furthest out horizontally, basically wider hurtbox means more jabs. |
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Close-To-Corner .5 Bar Works On: All
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- 2X > 2B > j.B > (3A)x4 > U1
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177
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Meter Gained: .6 Bar |
Meter Spent: 1 Bar |
(Video) |
U1 version of the usual midscreen BNB.
Does a ton of damage but you're minus after the U1, usually doesn't matter though thanks to the Boko-build scaring people. |
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Close-To-Corner, Anti-air 1 Bar Works On: All
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- AA 5B (1-hit)> KC> 5B(1-hit)> 5X> U1 Prime> 5A(FB) > U1 Activate
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182
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Meter Gained: 1.5 Bar |
Meter Spent: 2 Bar |
Anti-air version of the corner FB combo.
Not sure why this wasn't on here already? Guess I forgot.
Leaves you plus on meter afterwards too. |
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Close-To-Corner, Demon 1 Bar Works On: All
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- 2X > 2B > DC >(delay) j.B(FB) > (tk.j.EX)x4 > 2B
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189
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Meter Gained: .75 Bar |
Meter Spent: 1 Bar |
(Video) |
j.EX kill combo, every j.EX must be within a 1f gap of each other. |
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Close-To-Corner, Demon 1.5 Bar Works On: All
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- 5EX(3-hit) > DC > 5EX(1-hit) > (tk.j.EX)x5
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188
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Meter Gained: 0 Bar |
Meter Spent: 1.5 Bar |
(Video) |
Used for when you're further out than the above combo.
You can get a 6th tk.j.EX, but it's pretty hard.
More power to you if you get it though. |
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Corner
Condition
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Notation
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Damage
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Notes
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Corner .8 Bar Works On: All
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- 2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate
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188
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Meter Gained: 1.5 Bar |
Meter Spent: 2 Bar |
(Video) |
Extra meter build and damage if you hit every hit of 5X, this combo assumes you hit the bare minimum.
Leaves you positive .5 bar when performed successfully, wackity combo. |
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Corner 2.5 Bar Works On: All
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- 2X > 2B > KC >(delay) 5X(FB)> U1 Prime > 5A(FB) > U1 Activate > KC > U1 Prime > U1 Activate > Grab > 3A(FB)> (3A)x2
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408
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Meter Gained: 2 Bar |
Meter Spent: 4 Bar |
(Video) |
Solos Kill Combo, you need to come into this combo with a bit of Boko cranked. Not even impractical.
Leaves you positive .75 bar when performed successfully, just like the normal version of this combo. |
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Corner 0 Bar Works On: All
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63
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Meter Gained: .75 Bar |
Meter Spent: 0 Bar |
(Video) |
If you land a grab smack in the corner you get this, regardless of movement speed.
Has a tendency to naturally FB-Bonus on the first 3A after, which is really nice. |
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Corner .75 Bar/.5 Bar (Speed) Works On: All
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*j.B > (3A)x4 > U1
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142/144 (Speed)
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Meter Gained: .45 Bar/.60 Bar (Speed) |
Meter Spent: 1 Bar |
Corner jump-in combo, for whatever reason only multiples of 2 allow you to link into U1. |
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Other Resources
Guides/Showcases
Robo-Azuma Cool Kid Guide by Durdge-o
Razuma Combos by Durdge-o
AUTOMATIC GATOR by Durdge-o
Notable Players
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
General
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Advanced
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Characters
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