ROBO OH/AUTOFIVE

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Ro AUTOFIVE headshot.png
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
  • 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.
  • 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.

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
Ro AU 5L.png
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 - -
  • 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
Ro AU 2L.png
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 Low 0 - -
  • 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
Ro AU 5H.png
Ro=AU 5H2.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50, 50 13 6 15 +9 -13 Mid 0 - -
  • 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
Ro AU 2H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40 7 6 9 Knockdown -3 Mid 0 - -
  • 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
Ro AU cmdH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50 13 6 15 -9 -13 Low 0 - -
  • A ground-shaking stomp that covers a wide area in front of and inside AUTOFIVE. Launches on hit.

Gatling Options: SP, SC

j.L
Ro AU jL.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
35 5 999 - - - High 0 - -
  • Standard j.L.
j.H
Ro AU jH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
70 13 7 15 - - High 0 - -
  • A pretty poor jump-in.
Throw
L+H
Ro AU Throw.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
70 16 3 27 Knockdown - Throw 0 - -
  • Universal throw.


Retracting Flight
26x
Ro AU 26L.png
Ro AU 26H.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 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
RO H.png 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
RO OD.png 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.

Retracting Drive
24x
Ro AU 24x.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 100 20 20 11 -26 -31 Low 25 - -
  • AUTOFIVE fires his right leg, a medium sized-family vehicle, a short distance along the ground. It cannot be understated how important this move is to AUTOFIVE's gameplan. When fired behind a knocked down opponent, this move will still hit same side low, although visually it is behind the opponent. When blocked, it still applies full blockstun, meaning AUTOFIVE is quite advantageous if the opponent chooses to block. AUTOFIVE can also fire the car out early to bait a reversal or other projectile invulnerable option. Learn the range at which this move will whiff and be smart when you throw this move out.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 100 20 20 21 Knockdown -21 Low 25 - -

Similar to the light version, although it goes slightly farther and knocks down on hit. Not as useful for okizeme as it takes longer to return and has more recovery.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 110 20 20 21 Knockdown -21 Mid 27.5 - -

Very okay move, not a great use of meter. Very niche use as a full-bar combo ender if for some reason you dont want to use super. Doesn't do anything RO H.png Drive doesn't do except go a little further.

Combiner Dash
22x
Ro AU 22L.png
just let me swooce right in
just let me swooce right in
Ro AU 22L+H.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 70 20 20 31 -10 -25 Low 18 - -
  • AUTOFIVE splits into his individual parts and flies past his opponent, hitting them on the way through. This move is used mainly for movement after a knockdown, as Combiner Dash allows him to move closer to the opponent without having to worry about getting hit like the big guy he is.
  • After a throw, you can use this version of Combiner Dash to end up on the same side of your opponent for oki.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 70 6 37 8 -10 -25 Low 18 - -

Active for 10 more frames than the light version. Goes a little further as well. Really shines during Hyperdrive as it grants great corner carry. After a throw, you can useRO H.png Combiner Dash to end up on the opposite side of your opponent for oki.

Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 80 6 37 8 Knockdown -21 Mid 20 - all f1-6, projectile f1-42

AUTOFIVE's reversal at a speedy 6 frame startup. Gets AUTOFIVE out of the corner easily. Also useful for midscreen juggle combos when hyperdrive isnt available. With a combo out of a 5H, 5L link, this move allows AUTOFIVE to knock down a crouching opponent and have good oki as well. RO OD.png Combiner Dash is a useful tool for escaping pressure and closing space.


Super Auto Sword
2626L+H
Ro AU 2626L+H.png
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


General
Controls
Notation
HUD
System
FAQ
Patch Notes
Characters
RINGKING
MEGASTAR
NEKOGAMI
DRAGONOH
MASAMIOH
AUTOFIVE
YUMELODY
SUTEKISS
GRANDSKY
HEAVYTEX
UCHUZINE
SHIPPOOH
MAXCYBER
DIMCYBER