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Combo Babies/Brentley

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Brently on the character select screen

Overview

The main character of Combo Babies, Brentley. Described by the dev as "Some old dude who's still stuck in the disco era and entered a fighting game tournament", Brentley is the funky protagonist style character of the game.

In game, Brentley plays the shoto style archetype but with a more anime fighter feel. Replacing the old school fireball for a powerful divekick and a forward moving rush punch special, Brentley is great at staying in and dispensing mid pressure on the opponent. On the flipside, he has great wakeup tools and defensive options, and solid damage output given he has the meter. He doesn't stand out as the best at anything, but he gets to play the most solid and well rounded game of the cast.


Strengths Weaknesses
  • Good Reversals Brentley's 236D is a very fast and high hitting reverseal, and while 214D is slower, it is plus on block
  • Solid footsies: With moves like 6B, j2C, and 2A, Brentley plays anime footsies very well.
  • Meterless Reversal 236C is a great meterless reversal, and leads to good damage.
  • Great Pressure With lots of ways to stay in on an opponent, safe blockstrings, and a good throw, Brentley has great up-close pressure.
  • Divekick Brentley's j2C divekick is a staple move, and incredibly important to his pressure as it forces the opponent to block it while also keeping him very close and very plus.
  • Stubby Range Outside of moves designated for poking, Brentley has short range on many normals.
  • Little horizontal presence Without many ranged options, and no projectile, Brentley trouble threatening action from father away, forcing him to approach a lot of the time


Ground Normals

5A
5A
CB Brentley 5A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 Mid 5 - - +12 0

A fast and surprisingly large jab. Good for mashing and confirming his combos.

5B
5B
CB Brentley 5B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 Mid 7 - - +9 -2

A forward punch. Jump cancellable, so used often in blockstrings and combos. Leaves the opponent standing as well, and combos nicely into 6B.

5C
5C
CB Brentley 5C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
18 Mid 10 - - Launch -12

A big forward punch. Sends the opponent flying, great for wallbounce combos due to the high knockback. Easily confirms into super, so nice to use as a way to tack on more damage.

2A
2A
CB Brentley 2A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 Low 3 - - +12 0

A sliding low kick. The fastest normal Brentley has is a somewhat low-profile slide, great for mashing out of pressure as the slide can reach where other 2As might not.

2B
2B
CB Brentley 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 Low 7 - - Launch -3

A low punch. His launcher, making it nice for getting launch combos, but very stubby range makes it hard to use any farther away than point blank.

2C
2C
CB Brentley 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
18 Mid 10 - - Launch -12

The poor mans uppercut. Similar to other shoto-esque moves like Ryu crouching fierce, has a great anti-air hitbox and does big damage. The hurtbox lingers a while after, so be careful whiffing this as you can easily eat a full air combo.

6A
6A
CB Brentley 6A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6, 12 Mid 9 - - Launch -12

A 2 hit anti-air. Pretty good as an anti-air, the startup is a bit slow but upper body invuln and great upward reach makes this great for hitting opponents directly above Brentley. Doesn't go very far horizontally though.

6B
6B
CB Brentley 6B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6, 6 Mid 7 - - +3 -4

A 2 hit poke. Stellar 6B, fast startup and 2 hits for both combo potential and blockstring safety. -4 but has significant pushback so it isn't easy to punish. Staple for his grounded combos, and great to dash cancel in neutral.

Jump Normals

JA
JA
CB Brentley JA.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 High 3 - - - -

A very fast downward jab. Used heavily in combos and air-to-ground, as it's the lowest knockback of Brentley's otherwise high knockback aerials.

JB
JB
CB Brentley JB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 High 5 - - - -

Axe kick. Useful in combos and fuzzy guard setups due to the speed, and easily combos into Brentleys divekick.

JC
JC
CB Brentley JC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 High 9 - - - -

A heavy downward punch. Strong downward knockback, good for dribbling opponents into followups and the large hitbox makes it a nice jump-in.

J2C
J2C
CB Brentley J2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 Mid 5 - - - -

An absurdly fast divekick. A core part of Brentley's gameplan. This will almost always leave you plus (at worst +10) and on hit leads to Brentleys best combos. Forward and downward movement helps him stay close to an opponent he has blocking, and great as a way to stuff anti-airs.

Special Moves

236 A/B/C
236 A/B/C
CB Brentley 236ABC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
A 6, 6, 6 Mid 3 - - Launch -6

Brentley's uppercut. The A version is the fastest, it has no invuln but is great for whiff punishing or anti-airing due to its speed.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B 6, 6, 6 Mid 4 - - Launch -15

The B version is similar to the A version, but one frame slower and more negative. To make up for this, it goes higher and lasts longer.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C 12, 12, 12 Mid 5 - - Launch -31

The C version is usually his go-to. The highest damage of the three, the longest duration, and the highest uppercut. On top of it all, it has invincibility on the startup of it. On the downside, it's a staggering -31 on block. If this gets blocked, start mashing divekick and hope they mess up the punish.

214 A/B/C
214 A/B/C
CB Brentley 214ABC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
A 6, 6, 6 Mid 3 - - +10, +16, +20 -2, +4, +8

Brentleys tatsu kicks. The A version is the fastest, but has the least reach. To make up for this, it's very plus on block, and leaves the opponent on the ground for extended followups. You can easily link a 6B out of this. Great spam tool.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B 6, 6 Mid 5 - - Launch -24, -4

The B version is the first to actually launch the opponent up. It also does only 2 hits instead of 3. While the stats seem much worse, this version is nice for pushing the opponent to the corner. Otherwise, avoid at all costs. There's a huge gap in between the 2 hits on block that can be mashed out.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C 6, 6, 6 Mid 6 - - Launch -23, -8, +2

The C version goes the farthest, and while it retains the B versions mashable gap, it's also great for damage and corner carry. If you want to launch with tatsu, use this version. Otherwise, use the A version.

[4]6 A/B/C
[4]6 A/B/C
CB Brentley 46ABC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
A 6, 6, 6, 18 Mid 4 - - Launch -7

Rush punches. The charge is quite long, and Brentley doesn't have many ways to buffer it. However, the fast startup and EX/Super cancellable nature make it great when it does hit. -7 on block so not great for any sort of pressure.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B 6, 6, 6, 18 Mid 4 - - Launch -7

The B version travels farther. Otherwise, it's almost exactly like the A version.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C 6, 6, 6, 18 Mid 4 - - Launch -7

Once again travels farther, and is otherwise similar to the other 2 versions.

Throw

6D
6D
CB Brentley 6D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 Throw 13 - - Launch Throw

Brentley's throw. Launches for an air combo, and does decent damage. Nice for throw resets and the normal strike/throw mixups.

Super Moves

236D
236D
CB Brentley 236D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
18, 18, 18 Mid 5 - - Launch -26

EX uppercut. Invincibility, great damage, and a good combo ender make this a decent way to spend a bar. Be wary, it is somewhat safer than the C version but it's still very punishable.

214D
214D
CB Brentley 214D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6, 6, 6 Mid 5 - - +16 +7

EX tatsu. A great way to spend meter, as it has the great qualities of the A and the C versions. Has some startup invincibility, and it's plus on block to make a great up-close pressure reset. Goes incredibly far (214C (1) > 214D is almost a full corner carry), and wallbounces for extensions near the wall.

[4]6D
[4]6D
CB Brentley 46D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6, 6, 6, 30 Mid 4 - - Launch +6

EX rush punch. Similar to the meterless versions, but gaining a stronger ending punch. Great if you can combo into it, otherwise it's the least used way to spend meter.

41236D
41236D
CB Brentley 41236D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
60 Mid 13 - - Launch -35

A massive sidewinder punch. Does great damage, has fast reach and fast startup, and is jump cancellable on hit and block, making it great both as a combo extender and a high damage whiff punish tool. Worth saving up for, and Brentleys aggressive and jumpy gameplay lets him build plenty of meter to get this.



General
Controls
Notation
HUD
System
FAQ
Characters
Brentley
Seri
Lucey
Rex
Ichiro
Harold
Aesthir
Dr Desinke
Source
 
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