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Combo Babies/Rex

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Rex on the character select screen

Overview

A small body with a big sword, Rex plays a unique role of having great midrange pressure alongside a parry.

Rex plays an interesting archetype, being more based on a stable and straightforward gameplan with some strong tools in it. He has solid damage output, combos that work on most parts of the screen, and great ways to start those combos. In pressure, 6B is a great command normal that can be airdash cancelled on block, leading to powerful mixups. He also possesses parries, which allow him to intercept an opponents attack and even start his own combos.

Rex's unique hop dash limits his grounded mobility by preventing him from wavedashing and dashdancing, making his approach options limited

On the downside, Rex possesses poor metered options. His super is hard to combo into, and not rewarding in general. His EX specials are weak as well, and don't provide many extra effects or extend combos. Alongside that, his gameplan is straightforward and can lose to strong gimmicks. Rex is a character for someone who wants a simple, well-rounded character with a decent tool for most situations.


Strengths Weaknesses
  • Stable Combos. Good damaging combos that are consistent in a variety of spacings and screen positions.
  • Strong Throw. Although slow, his throw is easy to combo after, making it a big threat.
  • Mixups. Has very low-hitting highs from his air-normals that allow him to easily set up 50/50s he can combo off of.
  • Pressure. 6B and Parry cancels allow him to get close and be advantageous on block.
  • Defense. His parries allow him to turn disadvantageous positions into his own strong cobmos.
  • Weak Super. Does not do a lot of damage and is very hard to land in combos or neutral.
  • Weak Meter Options. All of Rex's D specials are mediocre, and provide few good ways to extend combos. Meter is best saved for Baby Cancels outside of combos.
  • Linear Approach. Having a non-standard dash, no projectile, nor a good advancing move, Rex has to rely on slowly inching forward or random bursts of air dashes to get in against zoning.

Ground Normals

5A
5A
CB Rex 5A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 Mid 3 - - +12 0

A quick jab to punish slightly minus on block moves and continue pressure

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

Decent poke and combo starter. Can be jump canceled

5C
5C
CB Rex 5C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 Mid 10 - - Launch -6

Slow but long ranged poke. Launches far but low

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

Extremely fast low that is plus on block

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

Main launcher and long low poke

2C
2C
CB Rex 2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 Mid 10 - - Launch -9

Situational anti-air and occasional combo extender after 5C

6A
6A
CB Rex 6A.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 Mid 9 - - Launch -8

Anti-air. Doesn't hit crouching characters

6B
6B
CB Rex 6B.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 Mid 9 - - +4 -3

A long ranged lunging kick. Can be airdash canceled even on block

Jump Normals

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

Fast jump normal that hits right in front of rex. Has low vertical range

JB
JB
CB Rex JB.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6 High 9 - - - -

Has a good all around air to air hitbox

JC
JC
CB Rex JC.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 High 10 - - Launch -

Slow high. launches very high on grounded connect. Has good range

J2C
J2C
CB Rex J2C.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
6, 6 Mid 7 - - Launch -

2-hitting divekick. Launches

Special Moves

236 A/B/C
236 A/B/C
CB Rex 236ABC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
A 6 Mid 5 - - +6 -6

Slightly unsafe with pushback. Very long range for its speed

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B 12 Mid 7 - - Launch -18

Rex lunges forward during startup. Move ends airborne. Can be comboed off of with a ground-bounce

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C 18 Mid 9 - - -14 -30

Rex moves forward during startup and backwards afterwards. Unsafe on hit. Only use to kill or if going to be canceled out of

214 A/B/C
214 A/B/C
CB Rex 214ABC.png
Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
A 6 - - - - - -

Short duration parry. Relatiates with 5A. After parrying, Rex does a dash forward. Stops momentum

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B 12 - - - - - -

Medium duration parry. Relatiates with 5B. After parrying, Rex does a dash backwards Stops momentum

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C 12 - - - - - -

Long duration parry. Relatiates with 5C. Stops momentum

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

A quick dash that moves Rex about 3/4ths of a screen on the ground. Dashes higher but less far in the air

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
B - - - - - - -

A quick dash that moves Rex about 2/3rds of a screen on the ground. Dashes higher but less far in the air

Version Damage Guard Startup Active Recovery Adv on Hit Adv on Block
C - - - - - - -

A quick dash that moves Rex about 1/2 of a screen on the ground. Dashes higher but less far in the air

Throw

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

Rex tosses the opponent up behind him. Can be comboed off midscreen

Super Moves

236D
236D
CB Rex 236D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
12 Mid 5 - - Launch +11

After some super freeze, Rex moves forwards and performs a slash. Can be comboed off in a juggle with a ground-bounce or jump cancel. Invulnerable

214D
214D
CB Rex 214D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
24, 12, 12, 12, 12 - - - - - -

After some super freeze, Rex parries. Retaliates with an upwards spin attack

[4]6D
[4]6D
CB Rex 46D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
- - - - - - -

After some super freeze, Rex does a quick dash across an entire screen on the ground. Dashes higher but less far in the air. Invulnerable

41236D
41236D
CB Rex 41236D.png
Damage Guard Startup Active Recovery Adv on Hit Adv on Block
60 Throw 5 - - Launch Throw

After some super freeze, Rex grabs diagonally above him. Huge blindspots near Rex. Can be comboed out of



General
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