Punch Planet/Dog

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Dog

Dog is a mobile rushdown character who uses his 236K Run and 623P Pin Wheel movement specials and their various followups to mix up and reset pressure. Run is the core of Dog's gameplan, from his neutral, his offense, and his combos. Alone, it's a fast command run with 3 speeds to help Dog move forward faster than anyone else. The various followups make it the swiss army knife of a move it is. The LK followup, Slide, is a far reaching low profile low attack. MK Mid is a safe on block mid, and HK Leap is a leaping overhead attack. Mixed with using P to runstop for resetting pressure, and being able to both parry and JTC out of it, Dog has tons of options to use out of a run. Pin Wheel is more focused on okizeme mixups, with an overhead divekick followup that can crossup, a low slide, and an airthrow to catch jumps.

His buttons are also great for close range. While they are stubby compared to the rest of the cast, they tend to be more plus, and mixed with runstop cancels, Dog can be hard to challenge on offense. Uniquely, Dog can chain any medium normal into any heavy normal. This gives him great frametraps, unique juggles, high damage confirms, and generally great offense. He can confirm 2MP, one of his main normals on offense and during links, into any of his heavies for either runstop links with the high hitstun from 2HP or ranged knockdowns with 2HK. Any knockdown leads to offensive pressure, and once Dog gets in, he can suffocate his opponents and mix them for the whole round.

In classic rushdown fashion, Dog struggles in neutral a lot more than most. He lacks a projectile, or even many strong pokes or any disjointed normals. Most of his buttons are stubby in comparison to the long range of many other characters, forcing him to play a patient neutral. Smart use of Run and his low profile 2HK can help evade things, and 236KK EX Run has projectile invulnerability, but these options aren't foolproof and can pose high risk for a low HP character. Dog is in the lowest HP bracket possible, and while 623PP EX Pin Wheel is a useful reversal, it poses a risk if they block it.

Once Dog gets in, he stays in, repeating runstop mixups with threatening counterhits, high/lows, and both a ground and air throw. When he lands a hit, it can hurt hard, and all of his combos lead into mixups using Pin Wheel. Smart use of his mobility and evasive moves is key to playing around some powerful neutral.


Pros Cons
  • Offense: Dog's offense is likely second to none. He can re-establish pressure repeatedly, going for high/low mixups over and over, forcing a response from the opponent. Dog has powerful ways to punish bad defensive habits as well.
  • Mobility: His command run gives him nearly unmatched grounded mobility, as he can somewhat safely cover large distances that standard dashes just can't.
  • Mixup: Pin Wheel has strong high/low and left/right mixup potential, and Run has high/low, throw, and counterhit threats while also allowing runstop for throw mixups.
  • Damage: 2HP is simple to combo into and allows for high damage runstop links, and with some resources, Dog can repeatedly loop these for high damage grounded combos that allow for tons of resets.
  • Range: Dog has stubby normals, and while many of them move forward, they don't compare to the more long ranged buttons common in Punch Planet.
  • Health: With only 1000 HP, Dog is in the lowest bracket for health, meaning it only takes a few mistakes for him to explode.
  • Committal: To reset pressure, mix, or even effectively move, Dog has to commit to a run where he can't block for a bit. This leaves abusable gaps in his neutral, where the opponent can snipe with a poke or projectile.
Character Info

Dog closeup.png

Character Profile

  • Age: 5
  • Height: 30"
  • Origin: Unknown
  • Occupation: Freelance Assassin
  • Likes: $$$
  • Hates: The Vet
  • Weapon: Teeth and Claws

Move List
Unique Moves

  • 1HK: Leap
  • j.LP+LK:" Air Throw

Specials

  • Pin Wheel: 623P
  • ~Dive: ~P
  • ~Slide: ~K
  • ~Grab: ~LP+LK
  • Run: 236K
  • ~Stop: ~P
  • ~Slide: ~LK
  • ~Mid: ~MK
  • ~Leap: ~HK
  • ~ATC: 6MP+MK
  • ~JTC: MP+MK

Supers

  • Super Pin Wheel: 236236P
  • Super Run: 214214K

Grounded Normals

5LP
5LP
5LP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2LP
2LP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5MP
5MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2MP
2MP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5HP
5HP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2HP
2HP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -


5LK
5LK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2LK
2LK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5MK
5MK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2MK
2MK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
5HK
5HK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
2HK
2HK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Air Normals

jLP
jLP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jMP
jMP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jHP
jHP
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jLK
jLK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jMK
jMK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -
jHK
jHK
Damage Guard First Active Active Recovery Cancel
- - - - - -
On Hit On Block DTC on Hit DTC on Block JP Required JP Removed
- - - - - -

Unique Moves

Special Moves

Super Moves