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 both effective zoning and rushdown.

Desinkes 236 bombs are the core of his gameplan. When used, Desinke throws out a box with a small hitbox on it containing a bouncy bomb. The bomb bounces in a different pattern depending on what button was pressed, and can be hit at any point to change its arc before it explodes. This gives Desinke insane 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 uses. His combos without bomb setups are weak, and his damage can be hard to find in general. Desinke has no glaring weaknesses, but he does require more finesse than others 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, crossup j2C, and his universal 3 frame low.
  • Reversal Desinke is an effective zoner and rushdown, and on defense his [4]6 reversal is great to get him back to winning.
  • Damage With setups, Desinke has great damage and 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 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
6 Mid 3 - - +12 0

A fast jab with good range. Nice to throw out as it has good range and is safe.

5B
5B
CB Desinke 5B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 Mid 7 - - +11 +2

A short range kick. Nice for pressure, but the very small hitbox makes it hard to use without being point blank.

5C
5C
CB Desinke 5C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
18 Mid 13 - - Launch -26

A huge swing of the bomb sack. High damage and huge hitbox, but incredibly slow and very laggy. If this gets blocked, be ready to eat a full combo.

2A
2A
CB Desinke 2A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 Low 3 - - +14 +2

A quick foot jab. Decent reach, and is a 3 frame low. Plus on block, but even if it was negative, the pushback is enough that you couldn't be punished anyhow.

2B
2B
CB Desinke 2B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6, 6 Low - - - Launch 0

A 2 hitting cane spin. Good for starting air combos, and is safe on block. Both hits can be cancelled, so it's usually best to get both hits in for the extra 6 damage.

2C
2C
CB Desinke 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
18 Low 13 - - Launch -14

A large upward cane swing. Minor low profile and a large hitbox make this a beefy anti-air if you have the time to get it out. Good in combos to add a big damage hit.

6A
6A
CB Desinke 6A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 Air 7 - - Down Down

Desinke's anti-air. Won't hit grounded opponents (besides Harold), but it hits high above Desinke which is nice to have.

6B
6B
CB Desinke 6B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 Mid 7 - - +11 +2

A forward moving kick. Staple for pressure and corner loops, and is +2 on block. Very spammable, and fits well into his kit.

Jump Normals

JA
JA
CB Desinke JA.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 High (Aerial) 4 - - Variable Variable

A far reaching cane poke. Great air-to-air, as the fast startup and long hitbox give it more reach than many other aerials of the same speed. Good in combos as well, but the high hitbox makes it hard to use in airdash pressure.

JB
JB
CB Desinke JB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 High (Aerial) 7 - - Variable Variable

A downward swing of the bag. On hit, a ton of money comes out. This does nothing but it looks really cool. The downward arc makes this nice as a jump-in, and great for airdash pressure.

JC
JC
CB Desinke JC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 High (Aerial) 7 - - Variable Variable

A gliding kick. This move has plenty of strange properties. When used, Desinke will glide forward at an angle. There is no hitbox at all for the beginning, but once the glide starts getting horizontal, Desinke sticks out a foot and kicks the opponent in the face. If you land during any part, the move is land cancelled, allowing it to be used as a fastfall. If the full animation is let play out, Desinke will automatically drop a bomb which explodes slightly faster than his other bombs.

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

Desinke's divekick. Noteworthy for being just a regular divekick really. Keeps him in well, at worst +1, and leads to combos. Not as good as Brentley's divekick, but can be used in similar ways.

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 6 (Box), 30 (Bomb) Mid - - - Variable Variable

The bomb specials. Key to all of Desinke's gameplay. Upon use, Desinke tosses out a box with a small hitbox that can be combo'd into and off of. When the box lands, a bouncy bomb comes out with a different pattern depending on button. The A version bounces towards Desinke, which is nice for setups where you want the bomb to come from behind. It bounces once if not hit, and then explodes. The box travels a medium distance.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B 6 (Box), 30 (Bomb) - - - - Variable Variable

The B version has a very short range box, making it nice for close range combos and corner pressure as the box is basically guaranteed to hit twice. The bomb will bounce in the same pattern as A bomb, but will do so going away from Desinke, making it easier to combo into.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C 6 (Box), 30 (Bomb) - - - - Variable Variable

The C version is the longest ranged box, and most suited for zoning. The box flies at a high and far arc, landing a long distance away from Desinke. This makes it a bit more threatening than the other versions at fullscreen. The bomb it releases bounces very low and fast towards Desinke, and you can hit it away to send it towards the opponent at various angles.

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 6 Mid 7 - - +6 -6

Shoulder bash. Simple special focused mostly on combo potential and a single hit of super armor. The A version leaves the opponent standing at +6, which allows Desinke to link into a 5A or 2A and combo.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B 6 Mid 9 - - Launch -12

B version does the same damage as the A version, but launches the opponent and causes a hard knockdown. This is invaluable to Desinke, as it allows him to safely set up a bomb toss. It is quite negative on block however, so be sure to confirm the hit.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C 12 Mid 11 - - Launch -21

Similar to the B version in most ways, except it does more damage and is a more advantageous knockdown in trade for being slower and much more negative.

[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 6 Mid 5 - - Launch -8

Desinke's charge reversal. This is an upwards uppercut, and the extreme speed make it great for Desinke on wakeup. All versions cause hard knockdown. The A version is the least used, as it doesn't have the same speed as the B version nor the invincibility of the C version.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B 6 Mid 4 - - Launch -3

The B version is a bit better as a reversal. One frame faster than the A version, and only -3 on block making it quite safe. It can be punished by fast moves however, so be wary of spamming this.

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C 6 Mid 6 - - Launch -13

The slowest and most negative of the 3 reversals, but valuable as the only one to have invincibility. Unsafe if blocked, so be careful of spamming it.

Throw

6D
6D
CB Desinke 6D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6, 6 Grab 13 - - +15 Grab

Desinke's throw. Does not launch or knock down like other throws, but instead leaves the opponent standing. A plink dash 5A can be hit after this throw, leading to a full high damage combo.

Super Moves

236D
236D
CB Desinke 236D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
18 Mid - - - Variable Variable

Desinke Energy Drink. Throws a box in the same arc as 236A, but instead of a bomb, drops a can of Desinke's stash of Monster Energy. This acts as an item, and if either player walks over it, they are granted a bar of EX meter.

214D
214D
CB Desinke 214D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
18 Mid 9 - - Launch +2

EX shoulder charge. Nice as a way to dump meter in combos, and is jump cancellable to allow for long extensions. Extremely unsafe however, so be wary of getting punished.

[4]6D
[4]6D
CB Desinke 46D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
24 Mid 4 - - Launch -12

EX uppercut. A great reversal that combines the qualities of the B and C versions. Fast startup and invincibility make this a nice way to spend meter you have reserved. Fairly unsafe however, so be careful not to spam.

41236D
41236D
CB Desinke 41236D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6, 6, 6 (Boxes) 30, 30, 30 (Bombs) Mid - - - Variable Variable

Bomb hell. Desinke throws out three bombs identical to his 236B bomb, causing a bit of chaos. Hard to utilize properly, but has the potential for massive damage.



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