|
|
Health |
650
|
Forward Walk Speed |
0.90
|
Backward Walk Speed |
0.80
|
Forward Dash Speed |
2.10
|
Backward Dash Speed |
1.37
|
Jump Speed |
0.90
|
Introduction
AUTOFIVE is a hard-hitting heavy consisting of 5 robots packed into one. Armed with planes, cars, and helicopters, AUTOFIVE excels at both keeping away and dealing damage when he needs to. His excellent wakeup coverage with Car Oki and massive corner carry make AUTOFIVE a threat anywhere on the screen. Dealing some of the highest damage in the game, AUTOFIVE is no joke. Considered to be high tier and with great reason.
“Have you seen my TV series?”
Strengths |
Weaknesses
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- Ridiculous damage: Link combos dealing well over 250 damage meterless and 400 damage with hyperdrive. AUTOFIVE will destroy any health bar you give him. High damage starters like 5H do great damage even with scaling, not to mention his Retracting specials still dealing extremely solid hits.
- Zoning: Retracting moves are the reason AUTOFIVE excels. These projectiles have great distance and even have the chance to protect you from an errant jump in attack. AUTOFIVE can safely keep space while gaining meter and keep the opponent at bay.
- Gains meter for whiffing all retracting specials: Enough said. Grants 4 meter for light and 8 meter for heavy when the projectile is able to fully return.
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- Big body: Can be combod a little easier than other characters.
- Link Combos: Some of AUTOFIVE’s bnbs contain links that aren’t too consistent. Can be difficult.
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Unique Tools
AUTOFIVE gains meter if his retracting limb is able to fully return. AUTOFIVE’s retracting specials define him as a character, with Car Oki being one of the finest examples.
Car Oki consists of sending a car out while the opponent is knocked down, and having the car strike the opponent as they wake up. This car hitbox has a lot of blockstun and allows AUTOFIVE to mix the opponent up or even bait a reversal.
Retracting limbs can also occasionally trip up an opponent trying to jump in.
Movelist
5L Type 2 light attack. Type 2 light attack.
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
35
|
5
|
2
|
7
|
+3
|
+3
|
Mid
|
0
|
-
|
-
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- Cancels into itself. Can can be combod into Combiner Dash at close range or EX combiner dash at slightly further away. Whiffs on short crouching characters.
Gatling Options: 5L, 2L, SP, SC
|
|
2L Type 2 light attack. Type 2 light attack.
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Damage
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
35
|
5
|
2
|
7
|
+3
|
+3
|
Low
|
0
|
-
|
-
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- Cancels into itself. Hits low and can can be combod into Combiner Dash at close range or EX combiner dash at slightly further away.
Gatling Options: 2L, 5L, SP, SC
|
|
5H
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Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
50, 50
|
13
|
6
|
15
|
+9
|
-13
|
Mid
|
0
|
-
|
-
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- A two-hit gutpunch that has AUTOFIVE lurch forward a bit. Deceptively dangerous on hit, being that it's the starter for AUTOFIVE's most damaging combos.
- Link Options: This move is extremely plus on hit, meaning it has several options that link from it. Most commonly it's linked into 2h to launch the opponent, usually into EX Retracting Flight, but it's also possible to link 5L or 2L into EX Combiner Dash for slightly less damage, but better oki.
Gatling Options: SP, SC
|
|
2H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40
|
7
|
6
|
9
|
Knockdown
|
-3
|
Mid
|
0
|
-
|
-
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- A skyward punch that launches on hit. Part of AUTOFIVE's corner carry combos, and surprisingly safe on block. Whiffs on short crouching characters.
Gatling Options: SP, SC
|
|
4H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
50
|
13
|
6
|
15
|
-9
|
-13
|
Low
|
0
|
-
|
-
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- A ground-shaking stomp that covers a wide area in front of and inside AUTOFIVE. Launches on hit.
Gatling Options: SP, SC
|
|
j.L
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
35
|
5
|
999
|
-
|
-
|
-
|
High
|
0
|
-
|
-
|
|
|
j.H
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Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
70
|
13
|
7
|
15
|
-
|
-
|
High
|
0
|
-
|
-
|
|
|
Throw L+H
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
70
|
16
|
3
|
27
|
Knockdown
|
-
|
Throw
|
0
|
-
|
-
|
|
|
Retracting Flight 26x
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
100
|
20
|
20
|
31
|
-26
|
-31
|
Mid
|
25
|
-
|
-
|
- AUTOFIVE fires his right arm, a helicopter, at a slight upward angle to deter air attacks. Extremely active, even on the way back. Whiffs on short crouching characters.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
100
|
20
|
20
|
21
|
-16
|
-21
|
Mid
|
25
|
-
|
-
|
AUTOFIVE fires his left arm, an airplane, straight ahead, where it travels about 30% of the screen and returns. Whiffs on short crouching characters.
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
110
|
20
|
20
|
21
|
Knockdown
|
-21
|
Mid
|
22.5
|
-
|
-
|
A faster, further-flying plane. Used as an ender to most juggle combos. Whiffs on short crouching characters.
|
|
Combiner Dash 22x just let me swooce right in just let me swooce right in
|
|
Super Auto Sword 2626L+H
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
1 Bar
|
92
|
20
|
10
|
41
|
Knockdown
|
-46
|
Mid
|
23
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
2 Bar
|
186
|
20
|
10
|
41
|
Knockdown
|
-46
|
Mid
|
46.5
|
-
|
1-39 Projectile
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
3 Bar
|
280
|
20
|
10
|
41
|
Knockdown
|
-46
|
Mid
|
70
|
-
|
1-29 Full
|
|