RoFighters/Eppo

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Overview

Strengths Weaknesses
  • ""N/A"
  • ""N/A"

Move List

Gatling Tree

Normal Attacks

5L
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
5 Mid 9 4 8 +19 +4


5M
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
7 Mid 13 4 12 +27 +1


5H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
10 Mid 20 4 19 +25 -12


2L
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
5 Low 8 2 13 +22 -1


2M
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
9 Low 18 4 14 +24 +3


2H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
9 Mid 12 3 26 +72 -35
  • Launcher, one of the best pokes and long range punish moves in the game.
    *Gives you a year to confirm on hit.
  • Has almost no blockstun, hope they don't react fast enough to punish.
  • Has a sword followup that hits low, mixup with 5H


j.L
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
6 Mid 6 17 8 -4 -
  • Godlike jump-in and iad button #1
  • Pretty good when done retreating to wall out the opponent


j.M
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
8 High 7 14 10 +17 -

Oath's main air to air option.

  • Massive hitbox, one of your 2 overhead. Used as an air to air poke and in 236H pressure.
  • The move stalls you in the air and halts your prior momentum on use


j.H
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
9 Mid 11 9 14 +47 -

Good air to air and jump in by using it immediately after jumping.

  • Juggles on hit, making it a godlike combo starter and combo filler
  • The move stalls you in the air and halts your prior momentum on use

Special Attacks

Wild Throw
5S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
15 Throw 18 3 16 +47 -
  • Go to combo ender, buffer 236H to setup oki.
  • Unimpressive reward meterless, but can be comboed off of by delaying a move with superflash. (EG: 5S delay 63214S)
  • Has a sword followup that gives you a full combo


Wild Throw (Air)
j.S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
18 (4.5x4) Throw 3 - - +27 -

Best airthrow in the game. Meterless comboable anti air, high damage at minimum scaling, setups burstbaits, etc.


Oath Slide
2S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
5,7 Mid,Low 8 20 - +24 -12
  • Last hit is a low, will catch people offguard.
  • Very punishable on block, but a very good neutral poke if you have meter to make it safe or/and combo from it.
  • Leads to a weak knockdown but can be a good combo ender from far away hits.
  • Has a followup with a summoned sword that makes it safe on block and gives a full combo


Oath Slide (Air)
j.2S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
4,5 High 17 Until Landing+4 Until Landing+34 +26 -
  • Cheesy jump in, might catch their movement due to long active frames.
  • Oath's divekick, brings them down to the ground with you and gives a knockdown


Centro Slash
236L/M/H
Version Damage Guard Startup Active Recovery Hit Adv. Block Adv.
L 6 Mid 14 72 33 -21 -
  • Very usefull projectile. Buffer a dash out of this and throw out another one for great ground control
  • Meterless combos on counterhit
  • All versions have a followup with sword summon
M 6 Mid 14 66 33 -21 -
  • 236L but angled up, anti air fireball
  • Juggles on air hit, combo from it with 2S or dash 2H
H 4,4 Mid 45 99 - +36 +28
  • This is a 50/50, you have to guess
  • Multihit fireball you can setup at the end of combos
  • Moves slow enough you can walk behind for protection in neutral


Dragon Slash
623L/M/H
Version Damage Guard Startup Active Recovery Hit Adv. Block Adv.
L 9 Mid 6 15 40 +46 -

Oath rises into the air with a slash.

  • Your fastest attack and go-to anti-air. You can link air normals or an airdash out of this, making it also a useful combo tool.
  • Not invincible.
M 12 Mid 9 15 58 +40 -
  • Oath's meterless reversal. VERY invulnerable, but as with all DP reversals it's minus a million when blocked.
  • Cannot combo no matter what, but the opponent is still left near you so you can start pressure once they get up.
H 15 Mid 15 15 55 +20 -
  • EX DP. The move has a lengthier startup but Oath is invulnerable for all of it. Additionally, you can link normals after it on counterhit.


Sword Summon ver. β
214L/M/H
Version Damage Guard Startup Active Recovery Hit Adv. Block Adv.
L/M N/A N/A 12 N/A 24 - -

Oath summons a magical sword that follows him around. While this sword is active, connecting with specific attacks causes the sword to teleport near the opponent and fly through them for an extra hit.

  • The moves that trigger follow-up attacks are 5H, 2H, Throw, Airthrow and all versions of Centro Slash (236X).
  • Getting hit or blocking an attack will cause all summoned swords to disappear.
H N/A N/A 9 N/A 21 - -

Oath summons 2 swords instead. The move is also faster, allowing it to be used in combos where 214L/M would not recover quickly enough.

Level 1 Ultimate Attack

Linked Barrage
236S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
23(6x6) Mid 6 - - +34 -

A flurry of 6 sword projectiles. Swiss army knife of a move for the low low cost of 100 meter. Can be used in neutral to win projectile wars or approach safely, useful as a pressure reset, and it's even useful as an abare due to its insanely low startup.

  • You can use this move during the active frames of 2S. Doing so causes the swords to appear differently, and also allows you to combo afterwards meterlessly.
  • Can combo into itself anywhere, and can be combo extended from in the corner.

Level 3 Ultimate Attack

Faith
63214S
Damage Guard Startup Active Recovery Hit Adv. Block Adv.
36 Mid - - - +71 -

A high damaging hitgrab for ending or extending combos. Not very good to use raw because of its pitiful range.

Strategy

TBA

Combos

TBA

Colors

Color 1: Base

Color 2: Ky Kiske


General
FAQ
Controls
HUD
System
Characters
Oath
Gaunt
Geovana
Mai
Eppo