YomiHustle/Robot/Strategy

From Mizuumi Wiki
Jump to navigation Jump to search

Roundstart

Robot doesn't have very many good options on roundstart, as nearly every move that he can do would be beaten by opponent's jabs, however, if you play your cards right you can force the opponent into an easily punishable position. Some popular roundstarts include:

  • stepping forwards
A very aggressive opener. Good if the enemy is playing very passively at roundstart which many people do, extremely easily punishable (literally walking into the enemy). Stepping also counts as a hit if the foot connects with the enemy, which can lead into high damage combos.
  • flip stepping
A very passive opener. Good if the enemy is playing aggressively at roundstart, beats most jabs but not all.
  • short hopping
Neutral opener. Avoids most attacks and lets you throw off opponent with flight. Flying in random directions is a good method to throw off the enemy and land a hit which you can combo into.
  • armored attack
Extremely aggressive, if the opponent attacks on roundstart then you will most likely beat them, but it's not 100%. Better to use a faster move to do this as attacking on roundstart with any character is easily punishable.

Less common but still good roundstarts:

  • free cancelling backwards thunder clap
While initially sounding weird, it's a good option for a number of reasons.
  1. If the enemy holds or dashes, it puts you in the air allowing you to use your flight.
  2. If the enemy blocks, it just puts you in neutral.
  3. If the enemy attacks, it puts you out of the way of most attacks if you do it backwards.
  4. If the enemy is in range - then you get a free hit for you to combo off of.