ROBO OH/AUTOFIVE/Combos

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(Notation (for later))

Combo List

5L / 2L Starters
Combo Position Damage Difficulty Meter Cost Meter Gain (in units) Notes
5L/2L > 22H Corner 105 Easy 0 bars +18-24 Not too much damage, but leaves the opponent open for a grounded Hyperdrive conversion.
(5L/2L)x N (1 or 2 depending on distance) > 22OD Anywhere 115/134 Medium 1 bar -21 Anywhere combo. Knocks down for decent oki. Input tip: Buffer the first down input during 2L.
5H Starters
Combo Position Damage Difficulty Meter Cost Meter Gain (in units) Notes
5H > 24H Anywhere 200 Very Easy 0 bars +18 Easy knockdown. Use Heavy Combiner Dash (22H) to catch up to the opponent for oki.
5H , 2H > 26OD Anywhere 228 Easy 1 bar -9 Good amount of damage for the meter usage. Again, use heavy combiner dash to catch up.
5H , 5L > 22OD Anywhere 199 Medium 1 bar -13 You need a microwalk before the 5L if the 5H hits anywhere past point blank. This combo is specifically for when you are comboing a crouching opponent, as 2H will whiff on most crouching characters. Also leaves plenty of time for oki.
5H , 2H > dl.22OD > 4H > 26OD Anywhere 305 Easy 2 bars -30 After this combo, you end up on the other side of the opponent.
5H , 2H , 4H > 26OD Corner 257 Easy 1 bar +3 Easy corner juggle. Meter positive as well.
5H , 2H > 26OD > 4H > 26OD Corner 329 Medium 2 bars -30 Really nice damage for 2 bars. You can back up a little bit to set up Car Oki in the corner.

Hyperdrive Extension

Hyperdrive can be used when the player has 2 bars and inputs a dash (44 or 66) during hitstop. Hyperdrive can be used to greatly extend a robot's combos for 105 frames. Any move connected during this time will juggle the opponent, excluding moves that sweep the opponent. Because Hyperdrive reduces the scaling of a given combo by 1 stage, it is best to use hyperdrive early in a combo. Hyperdrive combos can be performed at almost any time, so this list will contain the maximum *unscaled* damage for a given combo to display how much the combo could *theoretically* add. This is, of course, greatly dependent on scaling. Hyperdrive combos will start with either (44) or (66) to indicate the dash input, and will indicate whether or not Hyperdrive was started while the opponent was grounded or in the air.

Hyperdrive Extensions
Combo Position Unscaled Damage Difficulty Notes
(66) > 5H , 2H > dl.22H , 4H Midscreen, Grounded 250 Medium Uses a 5H , 2H link. The 4H comes in after Hyperdrive has ended.
(66) > 5H , 2H > 26H , 4H Corner, Grounded 290 Easy Easy version of a higher damage Hyperdrive conversion.
(66) > 5H > 24L > microwalk backwards > 5H > 26L > 4H Corner, Grounded 450 Hard Very tight corner combo for massive damage. The microwalk backwards is very important. This combo will probably kill your opponent.
(66) > 22L , 5H(2) > 26H Midscreen, Aerial 270 Hard Aerial midscreen route. Going from dashing to a 22 input can be really tight. Make sure to get both hits of 5H. There are occasion when 26H will hit on the way back, meaning it does much less damage.
(66) > 5H(2) > 26H > 4H Corner, Aerial 240 Medium As you can see, starting Hyperdrive in the air doesn't net you too much, but it can be worth it if it kills.
Top Damage Combos
Combo Position Damage Difficulty Notes
General
Controls
Notation
HUD
System
FAQ
Patch Notes
Characters
RINGKING
MEGASTAR
NEKOGAMI
DRAGONOH
MASAMIOH
AUTOFIVE
YUMELODY
SUTEKISS
GRANDSKY
HEAVYTEX
UCHUZINE
SHIPPOOH
MAXCYBER
DIMCYBER