GGACR/Robo-Ky/Combos

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 Robo-Ky


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Template

NOTE: This page is currently under construction! You can find the combo thread and examples here:
http://www.dustloop.com/forums/index.php?/forums/topic/149-ggac-robo-ky-guide/&/topic/149-ggac-robo-ky-guide/?p=21178
https://www.youtube.com/playlist?list=PLjdQQH-89VzLkxOKUmafIo9jAwE_YVXy-

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who [1] Very Easy
combo transcript where Net Gain who [2] Easy
combo transcript where Net Gain who [3] Medium
combo transcript where Net Gain who [3] Medium
combo transcript where Net Gain who [4] Hard
combo transcript where Net Gain who [5] Very Hard

Combo List

Standard Combos

Combo Position Tension Gain Works on: Difficulty Notes
2K > 2S > 2D Mid Range Net Gain All [1] Very Easy
5K > c.S > 2S > 2D Mid Range Net Gain Not Chipp [2] Easy Can whiff against ABA
5K > 5K > c.S > 214S > 2D Anywhere - 1 block All Easy Requires Level 3. The farther you are the less amount of 5Ks you can insert before you are too far away for horse to combo.
5K > c.S > 6P , 2D Anywhere Net Gain All [2] Easy Knocks them far away, more range than 2s, choose between sitting for meter or pursuing for oki.
63214K > 236236SSSS... > wallbounce 236S > c.S > 6P/5H/2P , 2D Anywhere - 5 blocks All [3] Medium Make sure to not delay too much and hit them OTG. The possible enders will depend on the opponent's character weight. The 236S ender will only wallbounce at around 92-99 heat, visually it's around halfway through the last block on the heat gauge.
5K > 5k > c.S > 236236SSSS... > 236S Anywhere - 5 blocks All [2] Easy This is one of the most important combos. It does good damage without hurting your tension gain while also coming from a low confirm. It can also lead to even more damage if you already built some heat and can get the wallbounce. Mastering this means that they have to respect your low pressure, giving you more opportunities for command throw and tk dp.
214S > 236236SSSS... > 236S Anywhere -6 blocks All [2] Easy Requires level 3. Basic conversion from stray hit level 3 horse. Important during GenkaiGGAC RoboKy 236236P.pngGuardStartup10+12RecoveryAdvantage- if you want to give up the explosion mixup/pressure for guaranteed damage.
5K > c.S > 214S > 5H FRC > 66 c.S > j.S > dj j.Sj.H > 236S Midscreen -5 blocks All [2] Easy Small combo extension from a level 3 horse utilizing 5H FRC. If you are farther away, the opponent may be able to recover in time before the missile connects. Also, be weary of how far you dash. Hold back before the c.S after the FRC dash to make sure that Spi-KY does not come out.
5K > c.S > 214S > 5H FRC > 66P > (c.S > 6P) x2 , 2D Corner/Near Corner -5 blocks All [2] Easy Short 6P loop from a level 3 horse utilizing 5H FRC. The build-up of heat will allow you to go for a meaty 6H.
Ground String > 214S >5H FRC > 66 c.S > j.H > j.236S > airdash > j.K/j.P > (j.D > j.623H) / (j.236SxN) Near Corner -4 or more Most non-lightweights (TBD) Medium Spacing dependent. The first rocket must hit late to grant enough untech time for an airdash and link a normal
623H (Overdrive) > 5H FRC or (2P > c.S) > j.S > dj j.SH > j.236S or j.623H Midscreen / Back against corner -6 or more Most lightweights (TBD) Medium By utilizing the wallbounce of Whac-KY BlowGGAC RoboKy 623H 2.pngGuardMidStartup13+0Recovery26+10 landingAdvantage-, you can continue a combo on lightweight characters.
TK DP RC/FRC > j.236SxN Corner - All meter All [5] Very Hard Requires 75% or 100% meter. Level 2/3 air dp is overhead, while also having 3f startup + 5f of jump startup, you get yourself an 8f instant overhead, master this and your opponent will always have to guess during your mix. Missile loops for stunning a character while also doing massive damage. It's not guaranteed to stun characters with 60 stun resist or above, unless they already took some heavy hits. Against lighter characters you might need to double jump after the rc/frc. Getting the stun can lead into a second loop to kill or even IK if they are too slow to mash. Do not dump all your meter if it won't kill or stun.

Counter-hit Combos

Combo Position Tension Gain Works on: Difficulty Notes
CH j.S > Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 Anywhere + 5-6 blocks All [2] Easy You must be close to the ground to be able to hit them in the air with Robo Dash. If not, you will hit them OTG (which isn't a disaster since the Robo Dash taunt still plays, you just don't get oki).
CH j.H > Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 From midscreen at max + 5-6 blocks All [2] Easy CH j.H will launch them very fast to the corner, and wallstick them. Normally you can still run from midscreen to the corner and get them to wallstick before they hit the ground, netting you damage, meter, oki and corner. By far the best counter hit move.
CH j.H > dash 5H FRC > dash-jump j.H > j.236SxN Near-corner -2 or more All Hard CH j.H wallsplat into missile loops
CH 214S (lv 2) > Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 Anywhere +4-5 blocks All [2] Easy Lv 2 joust gives a long ground slide on CH, giving you time to run up for a Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0.
CH Anti-air 6P > Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 Anywhere +5-6 blocks All* [2] Easy The Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 will hit OTG, so prepare to cancel into your meter taunt in case the opponent attempts to strike back.
Ground CH 2H > Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 Anywhere + 5-6 blocks All* Easy* *Hitting your opponent with CH 2H while they are on the ground normally gives you a free conversion - from there, you can do any air combo on any character. Converting into Robo Dash is also easy, except against lightweight characters like Dizzy or May. Due to getting extra launch, they barely enter Robo Dash range before being able to recover. It isn't impossible to combo into Robo Dash, certainly not if you hit an extended hurtbox with 2H, but don't be surprised if you just whiff under them.
CH 214S (lv 3) or CH Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 > 5H FRC > microdash c.S > j.H > j.236S Anywhere Varies All [2] Easy Can also be converted into full missile loops in the corner.
CH 5H > 6P Anywhere none All [2] Easy 5H staggers on a grounded opponents. The stagger will last long enough to confirm into 6P for a HKD
CH 5H, dash 63214K Anywhere Varies All Easy The opponent can shake out of the stagger before the landing the command grab.
CH 623H(2) (lv 2+) > microdash c.S > j.H > j.236S Anywhere -1 or more blocks All [2] Easy 623H grants an untechable launch on rare occasions where the 2nd hit lands as a counter, giving you ample time to start a combo (most commonly seen when anti-airing an opponent). Can also be converted into full missile loops in the corner

High-Heat Combos

Combo Position Tension Gain Works on: Difficulty Notes
c.S/5P > 6H FRC > (5P > 6H) x3 > 63214K Anywhere 3-4 blocks All Medium Standard high-heat 6H loop. Doing all 3 reps of 5P > 6H stalls enough time for tension penalty from the FRC to expire, allowing to gain all 5-6 blocks from 63214K
c.S/2K > 2S > sj.KSH > j.236S/j.623H Anywhere -1 Block All Easy 2S launches at high heat, which can be followed up with a super jump for a combo. On heavier characters, a normal jump may suffice. The j.H may have to be omitted to not overheat as the move raises your heat guage significantly. Can be converted into full missile loops in the corner.
(c.S/f.S > 236S) X2-3 > Combo ender Anywhere - 2~3 BLOCKS All Easy NOTE: ONLY WORKS ON CROUCHING OPPONENTS AT 80+ HEAT. At 80+ heat, Robo's non-projectile attacks earn 6 extra frames of hitstun. Added with the additional hitstun on crouching opponents, bazooka can connect after a c.S/f.S when in range. Due to the generous frame advantage of bazooka, you can end the combo in new ways such as Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 or lv3 6H > command grabGGAC RoboKy 63214K.pngGuard70 pixelsStartup7Recovery37Advantage- (if you still have enough heat) to maximize meter gain. (Combo has been tested for lv3 bazooka. May not work on lower levels, needs testing)
c.S > 2S > 2D > 214S > 2S > 214S > c.S > 214S > 236236S~236S Corner / Near-corner -4 blocks PO, RO Medium Requires a minimum of 5 blocks for the combo. Potemkin falls fast enough for a high-heat 2S to link into Lv.3 Joust. The overdrive ender and its follow-up is used to reset your heat level if necessary, and can be omitted to preserve meter. You may utilize the wallbounce of the follow-up to continue into a combo
Ground String > 236236SSSS...~236S (Wallbounce) > 2K > 2S > 236236SSSS...~236S (Wallbounce) > 2P > c.S > 6P, 2D Midscreen -10 blocks All Medium Guts crush combo. Use the 236S follow-ups when you reach the last block of the heat meter to get the wallbounce. The final ground string is optional, and may not work on some lightweights.
Ground String > (236236SSSS...~236S (Wallbounce) > 2S > 2D) xN Midscreen -10 blocks All Very Hard A unique combo that, if done right, can use more than 100% tension. Due to the heat-building of 236236S, You'll have a small amount of time where you get the high-heat version of 2S. The 2S must land both hits in order to place a 2D mat mid-combo.
j.S (blocked) > dj j.S > j.214D (downwards) > j.H > Ground Combo Anywhere -2 blocks ED, JO, JU, OR, PO, SO Easy A fuzzy setup utilizing j.214D (TSIB). TSIB is used to fall faster so that Robo-ky can link into a ground normal. The additional hitstun of high heat state allows j.H to combo after a falling TSIB. Video

Command Grab Combos

Combo Position Tension Gain Works on: Difficulty Notes
63214K > 5k > c.S > 6P , 2D Anywhere + 5-6 blocks BR, KY (Needs testing on other characters) [2] Easy A character-specific combo that only works on certain characters (needs more testing). Trying this combo on the wrong character will result in 5k hitting OTG.
63214K > 5k > (c.S > 214S) x2 > f.S > 214S , 2D Anywhere + 2-3 blocks BR (Needs testing on other characters) Medium A character-specific combo that only works on certain characters (needs more testing). Requires a minimum of 3 blocks of tension initially, or else a level 2 214S will result in dropping the combo. Requires a heat level high enough that it does not drop below 80 before the 3rd joust.

5D Combos

Combo Position Tension Gain Works on: Difficulty Notes
5D > j.D (6 hits) > j.D > j.236S/j.623H Anywhere - 1 block All Medium If you are closer to the opponent, you can get a few extra hits on the first j.D before you lose the window to cancel into homing jump again. The second j.D can drop easily against some characters if you delay too much. Ending with Missile is usually better since you do all the damage in one hit, plus you do way more stun if it's a Lv. 2 missile, but you may end up out of reach for it, learn the distance.
5D > FD > j.H > 6P Anywhere none All Medium Impossible Dust. Grants a hard knockdown

Throw Combos

Combo Position Works on: Difficulty Notes
Throw FRC > c.S > j.Sj.Pj.S > dj j.D > (j.623H) Anywhere All [3] Medium
Throw FRC > c.S >2P >c.S > sj.j.Kj.Sj.Pj.D Anywhere MI [4] Hard
Throw FRC > c.S jump install > 2P > c.S > sj. j.Kj.Sj.Pj.S > dj j.D Anywhere MI [5] Very Hard
Throw FRC > jump j.S > j.236S x2 > dj TK j.236S x3 Corner All Hard Basic throw into stun combo. Has a chance of, but does not guarantee, an instant stun on characters with 60 stun resistance or less. Requires 7 blocks (no more, no less). You may have to adjust the timing on the j.S so that you are positioned for the second missile to connect.
Throw FRC > 66P > (c.S > 6P) x2 , 2D Corner All [2] Easy Small 6P loop to add damage and raise your heat level. You can go for a meaty 6H after is you wish to lower your heat while earning plus frames.
Airthrow > 2P > c.S > j.KS > dj.SH > j.236S/j.623H Corner All Easy
Airthrow > 2P > c.S > 6P Corner Most non-lighweights Easy
Airthrow > 623H Corner All Easy Better options exist, but can be an easy way to add damage especially with its overdrive variant.
Airthrow > 5H FRC > j.S > j.236S x2 > dj TK j.236S x3 Corner All Hard Missile loop from an airthrow. Mostly same as its grounded counterpart.

Genkai Install Combos

  • Routes to use to combo into or after the 236236P install explosion. Most, if not all, of these combos are universal and work anywhere on screen.
Combo Position Tension Gain Works on: Difficulty Notes
236236P (Explosion) > 2D > Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 Anywhere +8-9 blocks All Easy Standard combo ender after the install explosion. Recovers the lost tension and grants a hard-knockdown to set-up with a lv 3 236S. May have to delay the Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 depending on your opponent's altitude and weight.
236236P (Explosion) > 5K/5P xN Anywhere -10 blocks All Easy Guts crush combo for Robo-Ky. If the explosion hit ground, go for a 5K chain as it gatlings into itself and land more hits. On air hit, 5K will whiff, so go for his second-fast option of 5P.
c.S > 214S (lv 3) > 236236SSSSS... > 236236P (Explosion) Anywhere -10 blocks All Easy The easiest and most stable way to route into the Genkai explosion. Because 236236S and 236236P are both overdrives, your opponent cannot burst mid-combo.
TK j.623H > 236236P (Explosion) Anywhere -10 blocks All Medium Instant overhead into the explosion. The combo used is during the last few seconds before the explosion so that the explosion occurs immediately after j.623H hits. Even if your opponent blocks, the explosion can cover for you and allow you to continue pressure.
63214K > 236236SSSSS... > 236236P (Explosion) > Burst (Whiff) > 2D > Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0 > 236236P (Install) > 236236SSSSS... > 236236P (Explosion) Anywhere -10 blocks All Very Hard THE Robo-Ky combo, also called the "Nezu Combo." Whiffing burst after the first explosion grants enough time to place a meter mat, hit a frame-perfect Robo DashGGAC RoboKy 66X.pngGuardMidStartup13Recovery19Advantage0, install another Genkai, and land a 236236S. Can be used as an unburstable guts-crush (approximately 200 hits), but not optimal in most situations as it uses a burst.

Combo Theory

Robo-ky is a very unique character. While under 50% tension he usually won't be doing much damage, and his special moves will still be a little underwhelming (with the exception of level 2 missiles). Due to this, Robo should focus on getting knockdowns while deploying mat to acquire meter for level 3 specials. Ending your combos with 2S gives you plenty of time to cancel into mat, and leaves the opponent close enough to do the bazooka (236s) oki while staying on top of mat. it's advised to do a micro walk/dash before the bazooka to make sure all the hits connect properly (try not to enter dp range while doing this, it's especially dangerous against both Sol and HOS). In most cases, 2S is the best ender for midscreen combos.

The alternative to the 2S route is ending your combo with 6P, it also has it's pros and cons.

  • 6P has longer range than 2S , giving you a knockdown when 2S would whiff, and a whiffed 2S is dangerous.
  • It does a little less damage, but doing the followups does much more damage, while raising much more your heat and losing your knockdown.
  • It raises your heat, this can be useful to get access to Lv. 2 steam or enter high heat/80 heat mode. Misuse of 6P however, can lead to overheat, dropping a decisive combo, incurring self damage and losing all your momentum, this can mean losing the match.
  • It knocks them far away from you, you can't safely approach to deploy mat AND do bazooka oki, unless they were close to the corner already. This can be a good thing if you need breathing room and safely gain meter away from your opponent, though. It's also a good way to send an overclocked Robo-ky to explode far from you.

50% tension and above

With 50% tension, your meter will go blue and you will have access to the best version of your specials (again, exception for level 2 missiles). Robo ky gains a powerful launcher with level 3 horse that can either lead into punch super for easy and unburstable damage, or an air combo with the use of 5h frc for extra launch and untech time. Level 3 horse will also lead to a easy to convert and powerful wallbounce if it counter hits.

From this point onwards, the Robo player must quickly evaluate his tension, heat, the opponent's remaining life and stun to decide the best approach with his combos.

  • An opponent with average stun resistance that has taken a few strong hits (especially if you hit a counter hit or level 2 missile) will be susceptible to a stun, if the Robo player can lead into missile loops, even if the combo was scaled with a few hits before.
  • An opponent with low life should be dealt the max damage you can dish out to finish the round, no need for lower damage trying to stun.
  • If in the current situation you are unable to either stun or kill your opponent, you should try to conserve your meter while dishing out good damage. Like launching them with lvl 3 horse > 5h frc > air combo ending with a single missile. It's not advised to empty all your meter for a combo that will not kill or stun. Returning to level 1 is a terrible idea, even more since Robo-ky doesn't get air knockdowns outside of stuns or counter hits.

75% and 100% tension are the magic numbers. They enable Robo-ky to get missile loops from tk dp and normal throw. This can mean a stun against a character with average stun resistance. This also enables Robo to safely dump meter into punch super combos while still getting back to level 3 before they can get up. 100% tension also allows you to go for double punch super, perfect for finishing an opponent with low life and full burst.

Video Examples

Condensed beginner combos
Condensed advanced combos

Navigation

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