|
|
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
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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
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- 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.
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- 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.
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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 Type 3 light attack. Type 3 light attack.
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Damage
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Guard
|
Chip
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Property
|
Invuln
|
45
|
5
|
3
|
7
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+2
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+2
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Mid
|
0
|
-
|
-
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Gatling Options: 5L, 2L, SP, SC
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|
2L Type 3 light attack. Type 3 light attack.
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Damage
|
Startup
|
Active
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Recovery
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On Hit
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On Block
|
Guard
|
Chip
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Property
|
Invuln
|
45
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5
|
3
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7
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+2
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+2
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Low
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0
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-
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-
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- Cancels into itself. Hits low.
Gatling Options: 2L, 5L, SP, SC
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|
5H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
|
Guard
|
Chip
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Property
|
Invuln
|
90
|
14
|
3
|
9
|
+10
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+8
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Mid
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0
|
-
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-
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- 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
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Damage
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Startup
|
Active
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Recovery
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On Hit
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On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
55
|
13
|
8
|
11
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Knockdown
|
-4
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Low
|
0
|
-
|
-
|
|
|
6H
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Damage
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Startup
|
Active
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Recovery
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On Hit
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On Block
|
Guard
|
Chip
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Property
|
Invuln
|
35,35,35
|
13
|
29
|
14
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Knockdown
|
-
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Mid
|
0
|
-
|
-
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- 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
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Damage
|
Startup
|
Active
|
Recovery
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On Hit
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On Block
|
Guard
|
Chip
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Property
|
Invuln
|
45
|
5
|
999
|
-
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-
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-
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High
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0
|
-
|
-
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- An air-to-air with good range.
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|
j.H
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Damage
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Startup
|
Active
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Recovery
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On Hit
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On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
40,40
|
6
|
24
|
4
|
+2
|
+2
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High
|
0
|
-
|
-
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- The fastest jump-in in the game, and one of the few non-command normals to be able to juggle.
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|
Throw L+H
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Damage
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Startup
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Active
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Recovery
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On Hit
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On Block
|
Guard
|
Chip
|
Property
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Invuln
|
85
|
16
|
3
|
27
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Knockdown
|
-
|
Throw
|
0
|
-
|
-
|
|
|
Dim Wave 26x
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
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On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
80
|
20
|
20
|
21
|
-21
|
-40
|
Mid
|
20
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
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
|
|
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
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
70
|
18
|
17
|
16
|
+1
|
-9
|
High
|
17.5
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
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
|
|
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
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
60
|
10
|
17
|
7
|
+1
|
-4
|
Mid
|
15
|
-
|
-
|
Version
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
|
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
|
|
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
|
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.
|
|