RINGKING
|
|
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 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
|
-
|
Gatling Options: 5L, 2L, SP, SC
|
|
2L 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
|
-
|
Gatling Options: 2L, 5L, SP, SC
|
|
5H 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
|
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
|
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
|
Damage
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Guard
|
Chip
|
Property
|
Invuln
|
35
|
5
|
999
|
-
|
-
|
-
|
High
|
0
|
-
|
-
|
|
|
j.H
|
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
|
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 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
|
|
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
|
|
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
|
|
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 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
|
|
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
|
|
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
|
|
60
|
16
|
16
|
12
|
Knockdown
|
-21
|
Low
|
15
|
-
|
1-31 Projectile
|
- Outclassed by 26L+H in most ways.
|
|
Dashing Uppercut 626x Death Part IV: The Anti-Air Lifetaker Death Part IV: The Anti-Air Lifetaker 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
|
|
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
|
|
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
|
|
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 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
|
|