Mattforce Report post Posted January 1, 2015 Hey guys I'm new to Guilty Gear and I think I'm finally getting the basics and gameplan for robo-ky down but I have no idea what to do for combos. I have tried looking for help but no success. So please robo-ky players assist me by posting various bnbs for different situations for ex. throws, pokes, horsie,dust. I would appreciate it Share this post Link to post Share on other sites
M.Song Report post Posted January 1, 2015 roboky's basic combos haven't changed from AC, so Stormlocke's AC basic bnb post is still a good source of information http://www.dustloop.com/forums/index.php?/topic/149-ggac-robo-ky-guide/?p=21178 there are a few changes that roboky got that gives him some new combo options, but the most important thing to know is that 6p chains from c.s and it didn't in any of the older games if you're fine with burning meter to get a launcher, then roboky's bnbs are pretty universal Share this post Link to post Share on other sites
Mattforce Report post Posted January 1, 2015 Oh the combos with hs frc I'am not understanding it doesn't seem to pop them up high enough for me to follow-up any advice on that? As well as throw frc Share this post Link to post Share on other sites
HARD_BREAD Report post Posted January 1, 2015 Everything you need to start out with Robo-Ky is on this channel.https://www.youtube.com/user/nagao08/videos Share this post Link to post Share on other sites
Mattforce Report post Posted January 1, 2015 Thank you very much time to go ham in training mode :D Share this post Link to post Share on other sites
M.Song Report post Posted January 2, 2015 after 2s 5hs frc you usually want to run for a few steps then do something else that launches them a little higher the option that gives you the easiest launch for an air combo is another 5hs frc, its got the longest hit stun and its a faster normal than the other options there is also run up c.s then jump cancel the benefit of this is that it doesn't take any additional meter to do what's worse about this is that its not as fast of move as 5hs, so you can't run as far before having to do the move, so you are a little further away and the hit stun isn't as long as 5hs frc, so its a little more difficult to do also there is run up 5p c.s then jump cancel benefits of this is a little more damage before the c.s meterless launch the unfortunate thing about this one is that if you want to use this, you may alter the timing of the 5hs after 2s for two reasons... 1) depending on the character you do this on, the c.s might not even connect if you do 5hs after 2s too early 2) more horizontal pushback than doing just the second 5hs frc or the c.s combo routes, which may affect the air combo you wish to do off a throw frc, you can treat it like you did one 2s 5hs frc in terms of combos honestly i don't recommend doing throw frc combos unless you know it will kill. the damage is so low its generally not worth it Share this post Link to post Share on other sites