Combo Babies/Dr. Desinke

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Dr. Desinke on the character select screen

Overview

The bald, weird, wandering doctor everyone knows and loves- Dr. Desinke. He plays a very strange game, using his bombs and odd moveset to confuse and mix the opponent while having effective zoning and rushdown both.

Desinke's 236 bombs are the core of his gameplan. When used, Desinke throws out a box containing a bouncy bomb. The bomb will bounce in a pattern depending on what button was pressed, and can be hit at any point before it explodes. This gives Desinke insane setup potential for mixups, combos, and zoning. The bombs are also very spammable, and the bouncing arc can take up a huge amount of space. Opponents can hit the bombs, but the explosion will always hit them and never you. To compliment this, Desinke has a very simple special with 214 which is mostly used to gain knockdown and extend combos. [4]6 is an effective reversal, and is also nice for combos thanks to its speed.

On the downside, Desinke's wacky playstyle can be to his detriment. He's generally considered harder to learn, and many of his moves are not very straightforward in their use. His combos without bomb setups are weak, and his damage can be very hard to find in general. Desinke has no real major weaknesses, but he does require a bit more finesse than others do to win.


Strengths Weaknesses
  • Bombs Desinke's 236 bombs are amazing projectiles and setplay tools.
  • Insane Mixups With opponents being forced to block bombs, Desinke has access to crazy mixups using jC fastfall and j2C crossup, and his 3 frame low.
  • Reversal Desinke is an effective zoner and rushdown, but even when he's losing, [4]6 can get him back to winning.
  • Damage With setups, Desinke has great damage and long looping combos.
  • Requires Knowledge of Setups Bombs can luck you into things, but to effectively play Desinke you will need to know how to properly set up bombs.
  • Frame Data Relatively speaking, Desinke has slower moves than many of the others.
  • Strange Moves Desinke has some unique normals like jC or 6B that can fail in cases where others would do fine.


Ground Normals

5A
5A
CB Desinke 5A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
5B
5B
CB Desinke 5B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
5C
5C
CB Desinke 5C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
2A
2A
CB Desinke 2A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
2B
2B
CB Desinke 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
2C
2C
CB Desinke 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
6A
6A
CB Desinke 6A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
6B
6B
CB Desinke 6B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -

Jump Normals

JA
JA
CB Desinke JA.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
JB
JB
CB Desinke JB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
JC
JC
CB Desinke JC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
J2C
J2C
CB Desinke J2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -

Special Moves

236 A/B/C
236 A/B/C
CB Desinke 236ABC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
A - - - - - - -
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B - - - - - - -
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C - - - - - - -
214 A/B/C
214 A/B/C
CB Desinke 214ABC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
A - - - - - - -
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B - - - - - - -
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C - - - - - - -
[4]6 A/B/C
[4]6 A/B/C
CB Desinke 46ABC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
A - - - - - - -
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B - - - - - - -
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C - - - - - - -

Throw

6D
6D
CB Desinke 6D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -

Super Moves

236D
236D
CB Desinke 236D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
214D
214D
CB Desinke 214D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
[4]6D
[4]6D
CB Desinke 46D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -
41236D
41236D
CB Desinke 41236D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -



General
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Notation
HUD
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