Fight of Animals/Egg Dog

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FOA EggDog Full.png

Overview

Egg Dog is a versatile trap based character who relies on their egg set to control space on defense or create safe, highly damaging mixups on offense. With short normals and specials, Egg Dog relies on the momentum of any mistake the opponent makes to hit them. In return, he gets some of the highest damaging combos in the game that corner carry and lead directly to a threatening high-low mixup.

Move List

Normal Attacks

5L
FOA Egg 5L.png
bap
bap
Damage Guard Chip Invincible Hit
20 M 0 - 20
Startup Active Recovery Advantage Block
6 1 13 -10 3
Cancel options
5H, 2H on Block during frames 13 - 20.
5L, 2L on Block during frames 19 - 20.

Egg Dog smacks the opponent with his head. His best stagger tool due to it being the safest, useful for checking the opponent trying to mash a slow button out. Can be used in a tight reset situation in order to restand the opponent while they are airborne, forcing them to take a mix faster than they would expect.

5H
FOA Egg 5H.png
kick
kick
Damage Guard Chip Invincible Hit
40 M 6 - 25
Startup Active Recovery Advantage Block
10 2 22 -15 8
Cancel options
6S, 2S, Super on Hit during frames 14 - 25.

5H. Can not be canceled into 4S. Egg Dog kicks straight ahead. Best punish tool in his kit and the crux of all of his combos, Egg Dog will be using this one a lot for whiff punishing and extending combos. Usable in neutral as the threat of a stagger on block commands respect from the opponent, making them hesitant to immediately try to punish it. Can convert into a 5L 5H combo off of counter hit 5H.

2L
FOA Egg 2L.png
THE MIX
THE MIX
Damage Guard Chip Invincible Hit
20 L 0 - 20
Startup Active Recovery Advantage Block
5 1 14 -11 3
Cancel options
5H, 2H on Block during frames 12 - 20.
5L , 2L on Block during frames 19 - 20.

Egg Dog turns itself 90 degrees to kick. A good enough low, it has bad range but is made up for by being a low. Fastest option to contest pressure with and the other main mixup tool, doesn't see much use anywhere else.

2H
FOA Egg 2H.png
antiair
antiair
Damage Guard Chip Invincible Hit
40 M 6 - 25
Startup Active Recovery Advantage Block
12 2 26 -19 8
Cancel options
5H, 6S, 4S, 2S on Hit during frames 15 - 40.

Egg Dog headbutts the air. Only ever used as combo filler or on accident, this one will get you punished for using it poorly. Adds an extra bit of damage and the cancel directly into 4S can be useful for some stylish setups.

jL
FOA Egg jL.png
the only useful instant overhead
the only useful instant overhead
Damage Guard Chip Invincible Hit
20 H 5 - 20
Startup Active Recovery Advantage Block
6 3 - -4 ~ -32 5

jL. -4 at best, -32 at worst. Egg Dog extends his body to kick downwards. Best overhead in the game when paired with an egg, 2L/jL becomes a true 50/50 that both lead into full combos.

jH
FOA Egg jH.png
king of crossups
king of crossups
Damage Guard Chip Invincible Hit
40, 20 H 6, 3 - 20
Startup Active Recovery Advantage Block
12 35 - ±0 ~ -11 10

jH. ±0 at best, -11 at worst. 20 frame gap between 1st and 2nd hit, but can be hard to punish for most characters if done at a high height. Egg Dog spins around with a highly active hitbox. Naturally crosses up if used with a forward jump, as Egg Dog will bounce off the opponent if the first hit is blocked and go over them given enough height. Great air-to-air and air-to-ground move that can lead to conversions on either ground or air hit.

Skills

5S
FOA Egg 5S.png
THE MIX but really slow
THE MIX but really slow
Damage Guard Chip Invincible Hit
50 H 8 - 15
Startup Active Recovery Advantage Block
21 2 22 -18 5
Cancel options
5H, 2H on Hit during frames 25 - 40.

Universal overhead, Egg Dog jumps up and slams itself down on the ground. If an overhead is needed in a pinch, this one works fine and leads into 5H 2S loops. Most of the time, you will want to use your jumping moves to overhead, but if the opponent is too short to get hit by them immediately this is the best alternative. Really weird animation can sometimes trip people up, especially if they are expecting other options. Does not avoid lows.

6S
FOA Egg 6S.png
roll
roll
Damage Guard Chip Invincible Hit
30,30 M 5,5 - 25
Startup Active Recovery Advantage Block
14 3 36 -30 8
Cancel options
4S, Super, 66 on Hit during frames 17 - 45.

Egg roll. Can not be canceled into 2S. A decent way to punish other projectile users like Squirrel, Egg or Sheep who try to take their turn too early after using a projectile. Not advised for use in neutral unless you can guarantee the opponent trying to attack you. Otherwise, extra combo filler to bring the opponent to the wall and guarantee a combo into Super or quick okizeme setup.

4S
FOA Egg 4S Set.png
Set
Set
FOA Egg 4S Explosion.png
Explosion
Explosion
hope you like setplay
hope you like setplay
Damage Guard Chip Invincible Hit
40 M 6 - 25
Startup Active Recovery Advantage Block
10 Projectile 35 - 2

Egg lay. Able to act on frame 32 after starting the laying of the egg. Does not give meter if it does not connect. The backbone of Egg Dog play, he can set one down as long as another is not currently in play. Used to help him camp neutral, bait approaches, or make his 50/50s hurt more.

2S
FOA Egg 2S.png
get ready to hear this a lot
get ready to hear this a lot
Damage Guard Chip Invincible Hit
55 M 9 - 25
Startup Active Recovery Advantage Block
12 3 30 -27 5
Cancel options
6S, 4S, 66 on Hit during frames 17 - 45.

Spikes. Mainly used as a launcher in combos, this can also sometimes function as an antiair due to it being the largest vertical hitbox Egg Dog has outside of Super. Decent for staggers due to its speed, but best to only use it when you have a confirm.

Super
FOA Egg Super.png
Cutscene
Cutscene
FOA Egg Super2.png
Attack
Attack
Damage Guard Chip Invincible Hit
20*4,120 M 3*4,20 0 - 125 35
Startup Active Recovery Advantage Block
47 62 44 -90 15

Neutral

Egg Dog's attacks are all short range, so he is reliant on whiff punishing the opponent's attacks to win the neutral game. Use 5H for a quick whiff punish or 6S to call out an attack. Egg Dog's 4S can be used to control space and break combos, as the egg will go off even if Egg Dog is hit. The opponent can hit Egg Dog during the startup of 4S, so only use it if you know the opponent is not looking to immediately approach.

Combos

Egg Dog converts all of his starters (2L, 5L, 5S, jH) into a 5H 2S loop. Be aware that the opponent is likely to fall out of the combo if they are small or if they were antiaired at the start. The loop is ended with 6S into either 4S for okizeme or Super for damage. Using Super at the end of a long combo will give you less time to set up okizeme, but if used early in the combo to finish it, will give Egg Dog more time to set up.

Note: If you're not sure what these mean or how to read them, make sure to check out Controls.
66 = Dash Cancel (➝ ➝)
j. = Jump

Midscreen

5H 2S 66 5H 2S 66 5H 2S 66 2H 5H 2S 6S

Corner/Corner Carry

5H 2S 66 5H 2S 66 5H 2S 66 2H 5H 2S 66 2H 5H 2S 6S


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