Schwarzerblitz/Random

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Random's official game render

Profile

A glitch in the cyberspace who got animated and took the shape of a big question mark on a 3D floating cube. Random doesn't speak, doesn't eat, doesn't sleep. It is debatable if it is also not thinking, but since it shows an aggressive behavior against whoever approaches it, it is safe to assume that it has a sort of instinct. Random is anyway an anomaly that could alter the fabric of reality itself. Direct contact must be avoided at all cost.

Playstyle

Random relies on gimmick moves, and plays mostly a bait and punish game with very few meterless combos. He is probably the most beginner friendly character on the roster, having simple and easy to understand moves, as well as a small movelist.

Strengths/Weaknesses

Strengths Weaknesses
  • Simple and easy to understand moves
  • Best punish projectile in the game
  • Screw The Rules, Armored, *HUGE* ground pound
  • Generous hitboxes, to say the least
  • Below average speed
  • Normals lack true followups
  • Normals are good at playing fundamentals, but don't do much else.
  • Decent combos burn meter fast in a game where meter is very limited.


Random plays fundamentals very well, yet has high cheese potential. He lacks followups from any of his moves, meaning that most of the time he will only be landing one hit combos. Despite the honest normals, his specials are some of the cheesiest ones in the game and are generally quite good. A great way to confuse your opponents!

Moveset

P Moves

Facepalm
5P(P)
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
15 Mid - - - - - no

Simple headbutt jab. Too slow to be used on its own, however the followup is useful for a lot of things and is used quite a bit. Has one unique 5P followup.

Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
10/10 Mid/Mid - - - - - yes

A double headbutt. Natural combo from 5P Facepalm, it's Impact cancelable and hits Mid two times. Invincible against Low moves from frame 3.

In Your Face
4P
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
12 Mid - - - - - no

Random winds back, then slams forward. This attack is quite useful as a bait attack and is good to throw out in close situations, though it doesn't lead to much without spending a bullet

Screw the Rules
2 1 4 P
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
35 Mid 26 5 48 Impact -/- (Trigger: -/-) yes

Infamous armored slam with a hitbox that is MUCH bigger than it looks. staple in combos, pressure, neutral, you name it!

Crouching

All the following attacks can be only performed while crouching. You have to keep 2 pressed after crouching in order to perform any of them.

Raising The Stakes
2P
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
12 mid - - - - - no

Random's Anti air attack. Has niche uses in corner combos, but mostly stays as an AA.

Jumping

All the following attacks can be only performed while in the air.

If Dodos Could Fly
5P
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
18(5,6,7) Mid - - - - - no

3 Hit jump in attack, useful for pressure as you can follow it up with a 5P Headbutt.

They Would Probably Fall Anyways
2P
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
20 Mid - - - - - yes

Random grows, then slams down. Is Impact Cancelable and is a very large move, making it a great combo and pressure tool. Can easily cross up the opponent, dealing 4 additional damage and becoming extremely hard to block.

Running

All the following attacks can be only performed while running. In order to perform them, the direction button towards the opponent must be kept pressed while inputing the move.

Don Quixotte
6P
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
22(10,12) mid - - - - - yes

Staple combo and pressure tool due to being a running attack that can be ICd and followed up by almost anything.

K Moves

Flying Carpet
5K(K)
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
12 Low 8 6 26 (2) -/- (Trigger: -/-) -/- no

Random performs a looping attack. Due to the long recovery, almost always gets chained into its followups. Used in juggles. Can also be canceled into 2P They Would Probably Fall Anyway at the apex of the loop.

Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
10/6 Low/Low - - - -/- (Trigger: -/-) -/- no

Unique 5K followup to Flying Carpet.

Let It Slide
2K
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
12 Low 3 6 13 (10) -/- (Trigger: -/-) -/- no

Quick, fast low. Very useful for mixups and pressure, but doesn't lead to much. Can be chained into 5P Raising the Stakes.

Crouching

All the following attacks can be only performed while crouching. You have to keep 2 pressed after crouching in order to perform any of them.

Let It Slide (II)
2K
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
12 Low 3 6 13 (10) -/- (Trigger: -/-) -/- no

Quick, fast low. Very useful for mixups and pressure, but doesn't lead to much. Can be chained into 5P Raising the Stakes.

Jumping

All the following attacks can be only performed while in the air.

Dominos are Falling
5K
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
4/4/4/5/5 Mid/Mid/Mid/Mid/Mid 1 48 23 -/- (Trigger: -/-) -/- no

Wheel of misfortunes! Very active, very damaging, very good spin attack. Can and often will beat anti air attempts for some reason.

Running

All the following attacks can be only performed while running. In order to perform them, the direction button towards the opponent must be kept pressed while inputing the move.

Proudly Facing the Enemy
6K
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
20 Low 1 13 48 Impact -/- (Trigger: -/-) yes

Faceplant sliding low. Okay as a yolo move because your opponent expects you to use the much better r.P.

Universal Commands

Smashing Pumpkins
5T
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
45 Mid 8 6 3 (0) -/- (Trigger: -/-) -/- no

No animation whatsoever and an above average range make this impossible to react to. you can grab them for a whiffed poke with no warning whatsoever.

Facing the Enemy (recovery)
5P+K
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
35 Low 1 13 48 Impact -/- (Trigger: -/-) yes

Costs one Bullet Counter. Fully armored wake-up attack. The armor lasts for 23 frames and can soak any number of hits during its duration. This move has no cancel or follow-up paths.

Specials

All T Moves go here, as well as moves that require a motion.

Megiddo Extinction Cannon
2 3 6 T
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
- - - - 101 - - no

Gigantic projectile that does a good chunk of damage and is very hard to sidestep. Eats other projectiles, making it a good anti-zoning tool. Use sparingly in neutral, as you can be punished for the long startup.

Rolling on the River
2 + T
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
- - - - 33 - - no

Foreground roll

Rolling on the River (II)
8 + T
Damage Height Startup Active Recovery Adv. on Hit Adv. on Block Impact Cancel
- - - - 33 - - no

Background roll

Trigger Moves

Random has no Trigger moves as version 1.2.2 of the game.

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