ROBO OH/DIMCYBER

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Ro DIMCYBER headshot.png
Health 500
Forward Walk Speed 1.20
Backward Walk Speed 1.10
Forward Dash Speed 2.35
Backward Dash Speed 1.65
Jump Speed 1.40

Introduction

Godlike, literally. DIMCYBER has some of the most powerful offense in the game. Wielding a battleaxe that contains the data of all robot fighters, DIMCYBER can cut through any defense with one swipe. The only thing that holds him back is his low health, but that doesn’t really matter when he’s constantly trying to kill you.

“Your galaxy will belong to me!”


Strengths Weaknesses
  • Crazy toolkit: Some of the best moves in the game (5H, 2H, OD Dim Hacker), able to zone or aggress whenever he pleases. Dim Wave cannot be jumped over, requiring a block or a precise backdash. OD Dim Wave is 2 hits, keeping away even projectile invincible moves that don’t travel far. OD Dim Hacker travels extremely far and is an overhead with projectile invulnerability through active frames.
  • Whiff Cancel Combos: Dim Whirlwind can be used with Command Heavy to set up great corner carry from common knockdowns, including throw and OD Dim Whirlwind.
  • Super: Super is extremely bad. Based on rng and sending 16 projectiles in a random direction, you can literally only pray most of them hit. In very niche corner combos you can get crazy damage, but don’t rely on it at all. You can, however, combo afterward, but it’s not crazy good and you are already out of meter.
  • Bad in scrambles: Cannot convert into any special moves from light attack, suffers up close without meter.

Unique Tools

DIMCYBER has a huge axe with unmatched range. He uses this wicked weapon to keep space, apply pressure with moves like s.H, and extend long combos with OD Dim Whirlwind. Not many characters can keep up with his fast overheads and dangerous setups. He also has one of only 2 j.H moves in the game that have the juggle property, shared only by GRANDSKY.

Movelist

5L
Ro DC 5L.png
Type 3 light attack.
Type 3 light attack.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
45 5 3 7 +2 +2 Mid 0 - -
  • Cancels into itself.


Gatling Options: 5L, 2L, SP, SC

2L
Ro DC 2L.png
Type 3 light attack.
Type 3 light attack.
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
45 5 3 7 +2 +2 Low 0 - -
  • Cancels into itself. Hits low.


Gatling Options: 2L, 5L, SP, SC

5H
Ro DC 5H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
90 14 3 9 +10 +8 Mid 0 - -
  • An axe swing. Kinda slow, but super safe. However, the pushback means you won't be able to follow it up with any other normals.


Gatling Options: SP, SC

2H
Ro DC 2H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
55 13 8 11 Knockdown -4 Low 0 - -
  • A disjointed axe sweep.

Gatling Options: SP, SC

6H
Ro DC cmdH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
35,35,35 13 29 14 Knockdown - Mid 0 - -
  • Has a bit of an approach to it and drains the enemy's meter on hit. Can be used in whiff cancel combos to drain close to a full bar. Has very little blockstun, so throwing this out in neutral will likely result in you eating a punish.

Gatling Options: SP, SC

j.L
Ro DC jL.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
45 5 999 - - - High 0 - -
  • An air-to-air with good range.
j.H
Ro DC jH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
40,40 6 24 4 +2 +2 High 0 - -
  • The fastest jump-in in the game, and one of the few non-command normals to be able to juggle.
Throw
L+H
Ro DC Throw.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
85 16 3 27 Knockdown - Throw 0 - -
  • Universal throw.


Dim Wave
26x
Ro DC 26x.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 80 20 20 21 -21 -40 Mid 20 - -
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 80 20 20 31 -31 -50 Mid 20 - -
  • A projectile that's too big to be jumped over, so the opponent will have no choice but to block it. However, it's too slow to counter-zone with.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 45x2 20 20 31 Knockdown -50 Mid 11.25x2 - -
  • Shoots out two projectiles. This can be used to counter-zone, unlike its meterless bretheren.
Dim Hacker
24x
Ro DC 24x.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 70 18 17 16 +1 -9 High 17.5 - -
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 100 18 17 16 Knockdown -32 High 25 - -
  • A powerful and long ranged overhead.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 110 18 17 16 Knockdown -32 High 27.5 - 1-34 Projectile
  • The projectile invulnerability on the OD version can be quite useful for getting in.
Dim Whirlwind
424x
Ro DC 424L.png
Ro DC 424H.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 60 10 17 7 +1 -4 Mid 15 - -
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 90 15 22 7 Knockdown -17 Mid 22.5 - -
  • A super long ranged and disjointed spin.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 50,50 15 22 7 Knockdown -17 Mid 12.5,12.5 - 1-17 Full
  • Can potentially be used as a high risk reversal.


Super Dim Blast
2626L+H
Ro DC 2626L=H.png
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
1 Bar 13x15 11 74 16 Knockdown -85 Mid 3.25x15 - -
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
2 Bar 26x15 11 74 16 Knockdown -85 Mid 6.5x15 - 1-84 Projectile
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
3 Bar 40x15 11 74 16 Knockdown -85 Mid 10x15 - 1-84 Full
  • Sends a bunch of projectiles in random directions at random speeds. Incredibly unreliable, so you're better off using the meter for literally anything else in most cases. The only good use case for this move is if you land a throw on an opponent in the corner, in which case you can hit the opponent with most of the projectiles if you time it well afterwards.


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