ROBO OH/RINGKING

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RINGKING
Ro RINGKING headshot.png
Health 600
Forward Walk Speed 1.20
Backward Walk Speed 1.00
Forward Dash Speed 2.10
Backward Dash Speed 1.37
Jump Speed 1.25

Introduction

RINGKING is the title character for ROBOOH. The first character made for ROBOOH’s beta, RINGKING’s style is tried and true in the ring. With a fast low and great mid-range pressure, the fight is on when you face RINGKING. Boasting some of the highest damage during Hyperdrive, one hit means everything to this prize-fighter.

“I went from scraps to riches!”


Strengths Weaknesses
  • Excellent whiff punish: RINGKING excels at tagging on hits from mid range. Dashing Straight is a blazing fast frame 6 and it is very slightly disjointed at the tip. Crouching heavy is also fast at frame 7, and is completely disjointed in front of RINGKING.
  • Huge damage: RINGKING famously melts health bars when armed with meter. His powerful, quick strikes make great use of Hyperdrive juggling capacity.
  • Quick on his feet: With a high jump and fast forward walk speed, oppressive maneuvers are no issue for RINGKING. Getting in and staying in are key points in RINGKING’s plan.
  • Excellent frame data: Armed with his universally fast light attacks, great pokes, and exceptionally fast special moves, RINGKING keeps the pressure on the opponent with spaced dashing specials.
  • No projectile: RINGKING may have to earn his way in against certain characters. RINGKING lacks any meterless anti-projectile options, so jumping and blocking are his only options.

Unique Tools

RINGKING’s claim to fame is his arsenal of lightning fast special moves. With all light variations having a frame 6 hitbox, his whiff punishing power is almost unrivaled. This also boosts his hyperdrive damage to the max, chaining multiple Dashing attacks together for fearsome combos.

Movelist

5L
Ro RK 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 N/A -
  • Cancels into itself.


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

2L
Ro RK 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 Mid 0 N/A -
  • Cancels into itself.


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

5H
Ro RK 5H.png
Death Part I: The Big Punch
Death Part I: The Big Punch
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
80 13 6 15 -9 -13 Mid 0 N/A -
  • A great neutral option that's slightly disjointed.

Gatling Options: SP, SC

2H
Ro RK 2H.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30 7 6 9 Knockdown -3 Mid 0 N/A -
  • Uppercut anti-air. Completely disjointed above and in front of RINGKING.

Gatling Options: SP, SC

6H
Ro RK cmdH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
50 11 10 9 -7 -11 Mid 0 - -
  • Uniquely, it can cancel into 2H on hit or block.

Gatling Options: 2H, SP, SC

j.L
Ro RK jL.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
35 5 999 - - - High 0 - -
  • A very standard j.L.
j.H
Ro RK jH.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
70 13 7 14 +9 -1 High 0 - -
  • Your go-to jump-in option.
Throw
L+H
Ro RK Throw.png
Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
30 16 3 27 Knockdown - Throw 0 - -
  • Universal throw. Does unusually low damage.


Dashing Straight
26x
Ro RK actual 26x.png
Death Part II: The Neutral Lifetaker
Death Part II: The Neutral Lifetaker
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 100 6 16 12 -3 -21 Mid 25 - -
  • All of RINGKING's specials have the same startup, active, recovery, and blockstun, so they're very similar. Generally, the light versions are the most useful due to doing a massive amount for moves that come out on frame 6. Dashing Straight's damage is great, so it can be used as both a punish and a combo tool.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 100 16 16 12 -3 -21 Mid 25 - -
  • Heavy versions don't see as much use due to having 10 more startup frames each in exchange for further travel distance, which isn't a great tradeoff.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 110 16 16 12 Knockdown -21 Mid 27.5 - 1-31 Projectile
  • This version of the move is typically used to get in through projectiles and during juggle combos.
Dashing Sweep
24x
Ro RK 24x.png
Death Part III: The Lowdown Lifetaker
Death Part III: The Lowdown Lifetaker
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 50 6 16 12 Knockdown -21 Low 12.5 - -
  • Doesn't do anywhere near as much damage or have as good of a hitbox as Dashing Straight, but hits low instead of mid.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 50 16 16 12 Knockdown -21 Low 20 - -
  • Too slow and outclassed to be worth spending meter on.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 60 16 16 12 Knockdown -21 Low 15 - 1-31 Projectile
  • Outclassed by 26L+H in most ways.
Dashing Uppercut
626x
Ro RK 626x.png
Death Part IV: The Anti-Air Lifetaker
Death Part IV: The Anti-Air Lifetaker
Ro RK 2626L+H.png
In case you couldn't tell, the dev's a Boxer main
In case you couldn't tell, the dev's a Boxer main
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO L.png 70 6 16 12 Knockdown -21 Mid 17.5 - -
  • Amazing anti-air that also sees use in Hyperdrive combos due to being easy to hit an airborne opponent with.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO H.png 70 16 16 12 Knockdown -21 Mid 17.5 - -
  • Generally doesn't see use, but does have a few fringe cases where it might be a good option.
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
RO OD.png 80 6 16 12 Knockdown -21 Mid 20 - 1-31 Projectile
  • As usual, outclassed by Dash Straight in all but a few cases.


Super Uppercut
2626L+H
Ro RK 2626L+H.png
Death Part V: Super Death
Death Part V: Super Death
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
1 Bar 83 6 35 32 Knockdown -62 Mid 20.75 - -
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
2 Bar 166 6 35 32 Knockdown -62 Mid 41.5 - 1-40 Projectile
Version Damage Startup Active Recovery On Hit On Block Guard Chip Property Invuln
3 Bar 250 6 35 32 Knockdown -62 Mid 62.5 - 1-40 Full
  • A powered up version of Dashing Uppercut. Due to the fact that you need to spend extra meter to make it projectile invulnerable, it's only really used at the end of juggle combos on occasion


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