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|input=j.236S | |input=j.236S | ||
|image=GGAC_RoboKy_j236S.png | |image=GGAC_RoboKy_j236S.png | ||
|caption= | |caption=From Limp to Stunning. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
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{{#lsth:GGACR/Robo-Ky/Data|j.236S Lv1}} | {{#lsth:GGACR/Robo-Ky/Data|j.236S Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
The air missile. This move has various uses depending on its level. | |||
*Lvl 1 missile, goes limp and falls down almost immediately. While mostly useless, can still be used to try and chip out an opponent, but generally should not be used. | |||
*''For all levels:'' The landing recovery frames of the air missile can be cancelled in two ways: | |||
**The easier way is to neutral jump after the missile. | |||
**The more difficult, but more useful way is to land during the active frames of a jump cancellable air normal. | |||
'''Supplementary Frame Data:''' ''Knocks down opponent on ground hit. Robo-Ky is in CH state 1-34F. Robo-Ky is in crouching state during landing recovery. Missile disappears immediately if Robo-Ky is hit. Missile trajectory changes until 43F. Raises heat by 27.8 C on 11F.'' | |||
}} | |||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{#lsth:GGACR/Robo-Ky/Data|j.236S Lv2}} | {{#lsth:GGACR/Robo-Ky/Data|j.236S Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
The most versatile version. | |||
*7 frames of startup, can be used as an air to air option. | |||
*High stun on Counter Hit and wallbounce, which can lead to a high damaging combo or an instant stun on characters with low stun resist. | |||
*Corner missile loops. These do lots of damage and have a chance to stun. Watch your initial meter and heat to see if this is a possible route. | |||
'''Supplementary Frame Data:''' ''Blows opponent away on air hit (untechable for 25F). Wall bounces opponent on CH. Robo-Ky is in CH state 1-21F. Robo-Ky is in crouching state during landing recovery. Dizzy modifier x2.0. Missile tracks opponent until 25F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 4.1 C on 7F.'' | |||
}} | |||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{#lsth:GGACR/Robo-Ky/Data|j.236S Lv3}} | {{#lsth:GGACR/Robo-Ky/Data|j.236S Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
*Lvl 3 missiles are mostly used lock an opponent down or to try and control their air movement in your favor. | |||
*Cancelling your landing recovery off the air normal from an air dash makes this a great approach tool. | |||
Note that almost every character has tools to deal with missile spamming, so it’s important to learn the ranges that each character can punish it with. | |||
'''Supplementary Frame Data:''' ''Wall bounces opponent if missile hits from 9-26F (aka before it splits) (untechable for 24F). Missile disappears on 27F and splits into 4 mini-missiles on 28F. Each mini-missiles have attack level 3, damage 25, and are homing. Both the big missile and mini-missiles have a chip damage modifier of 0.1875. Raises heat by 9.0 C on 9F.'' | |||
}} | |||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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|input=Running > P/K/S/H | |input=Running > P/K/S/H | ||
|image=GGAC_RoboKy_66X.png | |image=GGAC_RoboKy_66X.png | ||
|caption= | |caption=A return to form, from a game that Robo-Ky wasn't even in | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Strong, invincible dash attack which is very difficult to contest. | |||
*After running for a minimum of 20 frames, press any attack button that isn’t D. | |||
*Good tool at full screen or from a knockdown. | |||
*Once the conditions or met for robodashing, the opponent will have to guess between an invincible attack or a potential throw. | |||
*On hit you have to choose between the meter gain or cancelling for damage. | |||
'''Supplementary Frame Data:''' ''Upper body invincible 5-8F. Fully invincible 9-18F. Floats and knocks down opponent on hit. Wall bounces and knocks down opponent on CH. FRC Timing 9-11F. On block, performs a special recovery animation (total animation length: 18F). Frames 1-5 of the recovery animation are invincible to strikes. Increases temperature gauge by 4.5 C on 1F. Robo-Ky must run for at least 20F before he can use this attack. On hit, enters a power-up stance. Power-up statnce is fully invincible 1-26F. Power-up stance can be cancelled into any action other than blocking or moving from 2F onwards. Power-up stance increases the Eletricity Gauge by 2.5% every 2 frames from 26-72F.'' | |||
}} | |||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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|input=63214K | |input=63214K | ||
|image=GGAC_RoboKy_63214K.png | |image=GGAC_RoboKy_63214K.png | ||
|caption= | |caption=Cop a feel | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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{{#lsth:GGACR/Robo-Ky/Data|63214K}} | {{#lsth:GGACR/Robo-Ky/Data|63214K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
The meter stealing command throw. | |||
*Deals a floaty knockdown, giving Robo plenty of time for a set up. | |||
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo. | |||
*Using the fact that 2D also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially. | |||
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw. | |||
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes. | |||
'''Supplementary Frame Data:''' ''Forced Prorate 70%. Robo-Ky is in CH state 1-7F. Costs 10% of Electrcity Gauge. Electricity Gauge increases at most 50%, depending on how much Tension the opponent has. Opponent loses at most 25% Tension. Throw invincibility 1-7F. (Untranslated)'' | |||
}} | }} | ||
}} | }} | ||
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|input=j.214D | |input=j.214D | ||
|image=GGAC_RoboKy_j236D.png | |image=GGAC_RoboKy_j236D.png | ||
|caption= | |caption=Stormlockeable | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Robo-Ky/Data|j.214D}} | {{#lsth:GGACR/Robo-Ky/Data|j.214D}} | ||
{{!}}- | |||
{{Description|7|text= | {{Description|7|text= | ||
Fast air mobility tool which can keep you low to the ground. | |||
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. | |||
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo. | |||
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion. | |||
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. | |||
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one) | |||
'''Supplementary Frame Data:''' ''Can be steered from 1F onwards. Can cancel into any action other than blocking, jumping, or air dashing from 2F onwards. Restores jump options. Decreases heat by 9.0 C on frame 1, followed by 6 decreases of 0.9 C every 6 frames (total temperature decrease of 18.9 C).'' | |||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== Overdrives == | == Overdrives == | ||
====== ====== | ====== ====== | ||
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{{#lsth:GGACR/Robo-Ky/Data|236236S}} | {{#lsth:GGACR/Robo-Ky/Data|236236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
The most versatile Robo Super. | |||
*Although it lacks the invincibility of the DP, this move can actually be used as a reversal in situations. | |||
*A potential frame trap tool. If done while standing on a mat, it ends up being a net of about -20% meter with no meter gain penalty. | |||
*Using the followup attack it can also be used as a tool to reset heat. | |||
*Is easily hit confirmable and has the potential to either grant a knockdown or lead to a high damage air combo. | |||
'''Supplementary Frame Data:''' ''Fully invincible only on frame 2. Knocks down opponent on air hit. Hitstop 7F. Can be cancelled into Followup Headbutt from 3F onwards. Listed Frame Adv. is for when you don't mash at all during the move. For every 5 presses of the S button, Robo-Ky performs 6 hits, Frame Adv. in this case is +7. Each such 6 hit attack raises heat 2.7 C on 1F. (Untranslated)'' | |||
}} | |||
{{AttackVersion|name=Headbutt|subtitle=214S}} | {{AttackVersion|name=Headbutt|subtitle=214S}} | ||
{{#lsth:GGACR/Robo-Ky/Data|236236S > 214S}} | {{#lsth:GGACR/Robo-Ky/Data|236236S > 214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Last hit followup to multi punches. | |||
*Blows away and wallbounces for conversions. Best done early on when close to the wall to maximize damage. | |||
*Can be safe dependent on spacing. | |||
*Lowers Robo's heat significantly on use. | |||
'''Supplementary Frame Data:''' ''Headbutt has different properties if performed when Robo-Ky's temperature is between 93-99 C (see numbers in [ ]). Blows away [wall bounces] and knocks down opponent on hit. Decreases Robo-Ky's heat by 27.0 C on 7F. [Lowers heat to 30.0 C on 3F].'' | |||
}} | }} | ||
}} | }} |
Revision as of 22:56, 10 November 2019
Robo-Ky |
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To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
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Overview
Robot. Ky. Gimmic-ky.
Ky's Robotic Doppelganger who plays very differently, despite having a few similar normals. Robo Ky plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems. His electric meter system changes the strengths and utility of much of his moveset, ranging from weak and pitiable moves to high damage and very quick stun output. His heat gauge affects some of his other moves by changing their hitstun and damage output, but Robo Ky needs to take care to ensure that this meter doesn't hit 100%, otherwise he'll self destruct, get knocked down, and lose all of his momentum.
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.
Character Specific Mechanics
Electric Gauge
After picking Robo, one can clearly see that his tension gauge looks different from everybody else’s. Instead of the standard bar, his only indicates meter in increments of 10%. His special moves change properties based on this meter, which can be charged mainly by using and standing over his 2D Mat move (His sweep is instead allocated to his 2S).
For the following meter ranges, his specials are set to corresponding levels:
- 0 bars = Lvl 1 specials
- 1-4 bars = Lvl 2 specials
- 5-10 bars = Lvl 3 specials
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.
Heat Gauge
Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.
This gauge, representing heat, changes the properties of his 6H, 2S and 2H. At 80+ heat, Robo does more damage and has additional hitstun, giving him combos limited to high heat.
- 30-49 heat, 30 is the lowest default value of heat
- 50-79 heat
- 80-99 heat
- At 100 heat, Roboky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/o8jxv0ySFNc
}} |
Normal Moves
5K |
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The other go-to button for pressure.
Supplementary Frame Data: Initial prorate 80%. |
c.S |
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Mainly used for pressure and combos.
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f.S |
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Robo's most consistent long ranged poke.
Supplementary Frame Data: Initial Prorate 85%. Can chain into normal other than 5P or 2P (even on whiff) after 8F. |
5H |
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The blessing and the curse.
Supplementary Frame Data: Stagger on ground CH (max: 62F). Untechable on air hit for 24F. FRC timing frames 5-8. Staggers opponent on CH (max 47F). |
6P |
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6H |
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5D |
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No longer impossible to block.
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2P |
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A decent short range poke.
Supplementary Frame Data: Initial Prorate 85%. |
2K |
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The move everyone seems to hate.
Supplementary Frame Data: Low Profile 7-22F. Initial Prorate 85%. In CH State during recovery. Raises heat by 3.6 C on frame 1, followed by 2 increases of 3.6 C every 3 frames. (total temperature decrease of 10.8 C). |
2S |
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2H |
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j.P |
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Probably Robo's best air to air normal.
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j.K |
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Robo’s go to air combo starter.
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j.S |
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This is his “big damage” air normal.
Supplementary Frame Data: Ground bounces and knocks down opponent on CH. |
j.H |
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A good air to air normal.
Supplementary Frame Data: Untechable for 20F. Wall sticks opponent on CH (untechable for 108F, sticks for 27F). Robo-Ky is in CH state 1-33F. Raises heat by 21.6 C on frame 1. |
j.D |
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An air normal that is generally used at the end of an air combo.
Supplementary Frame Data: Untechable for 18F. .Hitstop 6F. (Untranslated). |
Universal Mechanics
Throw |
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Above average ranged throw, converts with meter.
Supplementary Frame Data: Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F. |
Air Throw |
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Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option. Supplementary Frame Data: Forced Prorate 50%. Knocks down opponent on hit. |
Dead Angle Attack |
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Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner. Supplementary Frame Data: Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%. |
Special Moves
Overheat Explosion |
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Mostly a bad thing. Try to manage heat, so that you don’t overheat.
Supplementary Frame Data: This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards. |
Delayed Getup knocked down > P+K |
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Gimmic-KY 2D |
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The meter mat. You're gonna be throwing this puppy out a lot.
Supplementary Frame Data: Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame. |
Don't Get Coc-KY! 236S |
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Fun-KY 214S |
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Hun-KY Homerun 623H |
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Jun-KY Bargain j.236S |
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Spi-KY Running > P/K/S/H |
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Strong, invincible dash attack which is very difficult to contest.
Supplementary Frame Data: Upper body invincible 5-8F. Fully invincible 9-18F. Floats and knocks down opponent on hit. Wall bounces and knocks down opponent on CH. FRC Timing 9-11F. On block, performs a special recovery animation (total animation length: 18F). Frames 1-5 of the recovery animation are invincible to strikes. Increases temperature gauge by 4.5 C on 1F. Robo-Ky must run for at least 20F before he can use this attack. On hit, enters a power-up stance. Power-up statnce is fully invincible 1-26F. Power-up stance can be cancelled into any action other than blocking or moving from 2F onwards. Power-up stance increases the Eletricity Gauge by 2.5% every 2 frames from 26-72F. |
S-KY-line 63214K |
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The meter stealing command throw.
Supplementary Frame Data: Forced Prorate 70%. Robo-Ky is in CH state 1-7F. Costs 10% of Electrcity Gauge. Electricity Gauge increases at most 50%, depending on how much Tension the opponent has. Opponent loses at most 25% Tension. Throw invincibility 1-7F. (Untranslated) |
Force Breaks
Today's S-KY's Beautiful j.214D |
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Fast air mobility tool which can keep you low to the ground.
Supplementary Frame Data: Can be steered from 1F onwards. Can cancel into any action other than blocking, jumping, or air dashing from 2F onwards. Restores jump options. Decreases heat by 9.0 C on frame 1, followed by 6 decreases of 0.9 C every 6 frames (total temperature decrease of 18.9 C). |
Overdrives
What's Useless Will Always Be So 236236S, SSS... |
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Whac-KY Blow 623H |
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Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.
Supplementary Frame Data: Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing. |
Ris-KY Lovers 236236P |
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Instant Kill
13 Luck-KY 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
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