User:Callie Rose/Sandbox

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Red

Red is the resident "shoto" of Rainbowcore Hypernova. They sport solid normals, average mobility with a standard run and airdash, and simple zoning. They have an easy reversal with Red Uppercut (623A/B), and an easy combo ender with Red Spin (214A/B). The key to playing Red is mastering the Red Bomb (236A/B), a bouncing bomb that can be hit. It works on a timer, and each time it gets hit the timer will reset, allowing you to throw tons and control a lot of the active screen space. The EX version tosses multiple bombs, and you can naturally have as many as you want on screen, allowing Red to create tons of potential zoning and approach patterns to keep the opponent on their toes.


Playstyle
Red is an all-rounder who zones using his signature bombs. Play if you like messing with item setups, simple neutral, or don't know who else to play.
Pros Cons
  • Straightforward: Red lacks much in terms of unique gimmicks besides Red Bomb, and gives you plenty of baseline viable tools to work with.
  • Jack of all Trades: His offense if he lands a 5A is amazing thanks to his divekick, and his neutral is great thanks to pokes like 5A and 6B, with a great anti-air in 5B. He even has an invincible reversal with 623A/B, and high damage with meter.
  • Red Bomb: 236A/B Red Bomb is a versatile projectile that can be interacted with, allowing Red to create a ton of scary scenarios in multiple states of the match.
  • Lackluster: Red lacks much unique, having standard mobility and fairly average damage. His best tools are either incredibly straightforward or have some way to work against him.
  • Tennis Matches: The opponent can swat Red Bombs back at you. While they won't hit you, they can deny your offense or anti-zone you much more efficiently than the other zoners.ishes to be lower than usual

Movelist

Special Moves
236A/B - Red Bomb
214A/B - Red Spin
623A/B - Red Uppercut
Supers
632146B - Red Super Sword