Grounded and versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.
*Lvl 1 DP is of little use while ground.
*Has no strike invincibility, pretty weak.
*Has a passable level of throw invuln, but you're still better off just jumping in that case.
'''Supplementary Frame Data:''' ''Throw invincible 1-8F. Airborne from 9F onwards. Floats opponent on hit (untechable for 20F). Robo-Ky is in CH state until landing. FRC Timing 24-25F. Auto Jump Install. Raises heat by 20.0 C on 1F.''
}}
{{AttackVersion|name=Ground, Level 2}}
{{AttackVersion|name=Ground, Level 2}}
{{#lsth:GGACR/Robo-Ky/Data|623H Lv2}}
{{#lsth:GGACR/Robo-Ky/Data|623H Lv2}}
{{!}}-
{{!}}-
{{Description|8|text=
An actual Dragon Punch.
*While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out.
*One of the only meterless DPs in the game which will score a knockdown.
'''Supplementary Frame Data:''' ''Fully invincible 1-7F. Airborne from 9F onwards. Floats opponent on hit (1st hit untechable for 30F, 2nd hit for 40F). Robo-Ky is in CH state until landing. FRC Timing 22-23F. 1st hit has hitstop 6F. Auto Jump Install.''
}}
{{AttackVersion|name=Ground, Level 3}}
{{AttackVersion|name=Ground, Level 3}}
{{#lsth:GGACR/Robo-Ky/Data|623H Lv3}}
{{#lsth:GGACR/Robo-Ky/Data|623H Lv3}}
{{!}}-
{{!}}-
{{Description|8|text=
Your most reliable "get outta dodge" move
*Will auto follow up into a super if the first hit connects.
*If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.
'''Supplementary Frame Data:''' ''Fully invincible 1-17F. Airborne from 13F onwards. Floats opponent on hit (untechable for 30F). Robo-Ky is in CH state until landing. FRC Timing 23-24F. Automatically cancels into super followup if 1st hits (not blocked). Auto Jump Install.''
}}
{{AttackVersion|name=Air, Level 1}}
{{AttackVersion|name=Air, Level 1}}
{{#lsth:GGACR/Robo-Ky/Data|j.623H Lv1}}
{{#lsth:GGACR/Robo-Ky/Data|j.623H Lv1}}
{{!}}-
{{!}}-
{{Description|8|text=
Mostly used to end air combos where applicable.
'''Supplementary Frame Data:''' ''Throw invincible 1-8F. Floats opponent on hit (untechable for 20F). Robo-Ky is in CH state until landing. FRC Timing 24-25F. Raises heat by 13.5 C on 1F.''
}}
{{AttackVersion|name=Air, Level 2}}
{{AttackVersion|name=Air, Level 2}}
{{#lsth:GGACR/Robo-Ky/Data|j.623H Lv2}}
{{#lsth:GGACR/Robo-Ky/Data|j.623H Lv2}}
{{!}}-
{{!}}-
{{Description|8|text=
Hits overhead, can be followed up when FRC'd.
*Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.
'''Supplementary Frame Data:''' ''Fully invincible 1-7F. Floats opponent on hit (1st hit untechable for 30F, 2nd hit for 40F). Robo-Ky is in CH state until landing. FRC Timing 23-24F. 1st hit has hitstop 6F.''
}}
{{AttackVersion|name=Air, Level 3}}
{{AttackVersion|name=Air, Level 3}}
{{#lsth:GGACR/Robo-Ky/Data|j.623H Lv3}}
{{#lsth:GGACR/Robo-Ky/Data|j.623H Lv3}}
{{!}}-
{{!}}-
{{Description|8|text=
{{Description|8|text=
Equally invincible air version of the grounded Lvl 3.
*However, this one will not convert into the super on hit.
*Can still be RCed into a big combo even if you miss the FRC.
'''Supplementary Frame Data:''' ''Fully invincible 1-17F. Floats opponent on hit (1st hit untechable for 30F, 2nd hit for 40F). Robo-Ky is in CH state until landing. FRC Timing 23-24F. 1st hit has hitstop 6F.''
}}
}}
}}
}}
====== ======
====== ======
{{MoveData
{{MoveData
Revision as of 23:38, 10 November 2019
Robo-Ky
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
GGACR Robo normal p.png
Default P
GGACR Robo normal k.png
Default K
GGACR Robo normal s.png
Default S
GGACR Robo normal h.png
Default H
GGACR Robo normal d.png
Default D
GGACR Robo ex p.png
EX P
GGACR Robo ex k.png
EX K
GGACR Robo ex s.png
EX S
GGACR Robo ex h.png
EX H
GGACR Robo ex d.png
EX D
GGACR Robo slash p.png
Slash P
GGACR Robo slash k.png
Slash K
GGACR Robo slash s.png
Slash S
GGACR Robo slash h.png
Slash H
Slash D1
GGACR Robo reload p.png
Reload P
GGACR Robo reload k.png
Reload K
GGACR Robo reload s.png
Reload S
GGACR Robo reload h.png
Reload H
Reload D1
GGACR Robo slash d.png
Gold2
GGACR Robo reload d.png
Shadow2
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.
Only selectable on the Arcade and PC-Rollback versions of the game.
Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.
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.
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.
5F startup makes this a common mash button while holding back. Will nab a throw when close, or tend to CH or trade in RK's favor when the 5H comes out. However, this habit is extremely punishable when baited.
Due to its speed, it can be used as a good frame trap button, even off of moves that are slightly disadvantageous.
In very specific situations, can be used as an anti-air. An aerial counterhit can be followed up without spending meter.
5H FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of 2S and a lvl 3 214S.
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).
•Blows back opponent on hit •Robo-Ky is in CH state 1~28F •Projectile •Projectile disappears immediately if Robo-Ky is hit •Can cancel into 6P (2nd hit) 19~32F •Raises the temperature gauage by 10 C on 10F
The elbow shotgun.
Can be chained into itself up to 2 more times. Each 6P builds more heat than the previous in this chain.
Pretty good horizontal range and can be used as a poke in neutral.
Counterhit 6P can be confirmed into a combo near the corner.
Has longer range than 2S, so can be used after a c.S hits to give a knockdown at ranges 2S wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a 2S knockdown.
Counts as a projectile and can be used to cancel other projectiles out. At close ranges, it is possible to cancel out a projectile with a single 6P, then hit the opponent out of recovery with a chained second 6P.
If only a single 6P is done, it will give an untechable knockdown. This allows for 6P loops in the corner off a juggle.
Has upper body invincibility, so can be used as a possible anti-air. Unfortunately, due to the fact that the hitbox is so far forward and does not have a great vertical hitbox, spacing the move out to be used as an anti-air can be difficult.
Supplementary Frame Data:1-3 upper body invincibility. 4-18 above the knees invincibility. Causes blowback on hit. Causes blowback and knockdown on ground hit. CH state from frames 1-28. Initial Prorate 90%. Is a projectile. Projectile disappears immediately if Robo-Ky is hit. Can cancel frames 19-32 of the 1st hit into 6P (2nd hit). Raises the temperature gauge by 10 C on 10F.
2nd, 3rd Hit
6P (2-3)normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
20
Mid
5
2
36
-4
5
20
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
90%
4~6F Above Knees
18
Launch 28
18
15
6PP until Sol starts FRC'ing gunflame
•Blows back opponent on hit •Robo-Ky is in CH state 1~22F •Projectile •Projectile disappears immediately if Robo-Ky is hit •2nd hit can cancel into 3rd 14~26F •Temperature increase occurs on 4F (2nd hit raises by 18 C, 3rd hit by 22.5)
Mainly for building excessive levels of heat, in order to get Robo up to a certain level.
Maintains the upper body invincibility of the first hit, which can be used to bait punish attempts or try for another AA if the first one whiff.s
Supplementary Frame Data:4-6 above the knees invincibility. Causes blowback on hit. Causes blowback and knockdown on ground hit. CH state from frames 1-22. Initial Prorate 90%. Is a projectile. Projectile disappears immediately if Robo-Ky is hit. Can cancel into 3rd hit during frames 14-26 of the 2nd hit. Temperature increase occurs on 4F (2nd hit raises by 18 C, 3rd hit by 22.5).
•Staggers on ground CH (max 30F) •Robo-Ky is in CH state 1~32F •Projectile •Projectile disappears immmediately if Robo-Ky gets hit •Lowers heat by 2.7 C on frame 7, followed by 4 decreases of 2.7 C every 3 frames (total temperature decrease of 13.5 C)
Primary Heat management tool.
Level 1 exists between 30-49 Heat.
This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit.
Can be used to cancel out projectiles, although better options exist.
Supplementary Frame Data:Staggers on ground CH (max: 35F). CH state from frames 1-32. Hit stop 5. Is a projectile. FRC timing frames 10-12. Projectile disappears immmediately if Robo-Ky gets hit. Lowers heat by 2.7 C on frame 7, followed by 4 decreases of 2.7 C every 3 frames. (total temperature decrease of 13.5 C).
Level 2
6H Lv2normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
30
All
16
14
7
+3
2
0
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
F
11
12
12
12
13~14F
Level 2
Level 2
•Staggers on ground CH (max 40F) •Robo-Ky is in CH state 1~32F •Projectile •Projectile disappears immmediately if Robo-Ky gets hit •Lowers heat by 2.7 C on frame 10, followed by 4 decreases of 2.7 C every 3 frames (total temperature decrease of 13.5 C)
Level 2 exists between 50-79 Heat.
The most useful version of 6H.
Amazing as a meaty. If you do not have enough time to set a mat and bazooka, 6H at this temperature range is a very good option. Leads to a good frame trap or tick throw.
Staggers on Counter Hit, long enough to go for a combo or a command throw if you are not too far away from the opponent.
Also functions as an amazing poke in neutral. Although it is slower than f.S or 6P, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out.
Supplementary Frame Data:Staggers on ground CH (max: 54F). CH state from frames 1-32. FRC timing: 13-14. Is a projectile. Projectile disappears immmediately if Robo-Ky gets hit. Lowers heat by 2.7 C on frame 10, followed by 4 decreases of 2.7 C every 3 frames. (total temperature decrease of 13.5 C).
Level 3
6H Lv3normal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
50
All
19
11
17
-1
3
0
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
2.64
F
13
14
14
13
16~17F
Level 3
Level 3
•Staggers on ground CH (max 50F) •Robo-Ky is in CH state 1~41F •Projectile •Projectile disappears immmediately if Robo-Ky gets hit •Lowers heat by 2.7 C on frame 13, followed by 6 decreases of 2.7 C every 3 frames (total temperature decrease of 18.9 C)
Level 3 exists between 80-99 Heat.
This is generally used for blockstrings and combos.
The extended stagger on hit lets Robo do a damaging 6H loop while lowering his heat.
Still safe on block, but not advantageous like Lvl 2.
Supplementary Frame Data:Staggers on ground CH (max: 50F). CH state from frames 1-41. FRC timing: 16-17. Is a projectile. Projectile disappears immmediately if Robo-Ky gets hit. Lowers heat by 2.7 C on frame 13, followed by 6 decreases of 2.7 C every 3 frames. (total temperature decrease of 18.9 C).
•Robo-Ky is in CH state during move •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)
The move everyone seems to hate.
Prorates 85%. Unfortunately, it is one of his more common combo starters.
Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus.
Has a very low profile that allows it to go under moves such as Ky’s fireballs.
Combo into 2s for B&B.
Will build heat, so must be used in moderation at high heat.
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).
Cancel into 5H FRC on block or hit to stuff/continue pressure/BnB.
Late 5H after a blocked 2K~2S is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked 2K tick~command grab, blocked 2K~2S~2D and blocked 2K~2H (FRC optional).
Cancel on hit into 2d for mat on knockdown and then okizeme.
If the opponent is blocking ground bazooka, you can attempt a combo starter with this instead of 2k, as it does not prorate!
Supplementary Frame Data:Knocks down opponent on hit. Hitstop 6F. Can cancel into 5H after 22F.
Over 80% Heat
2S Heatnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
37, 20
Low
10
3,3
17
+1
3
8, 10
7×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
R
13
Launch
Down, 34
6, 13
• Plus on block
1st hit (Frames 10-12) • 2nd hit (Frames 13-15)
•Raises heat by 2.4 C on frame 1
Robo-Ky's actual sweep but better.
In 80+ heat, this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80+ heat.
Hits twice and launches opponent. It is possible to then jump or superjump after your opponent to combo. This is ideal as you do not need to spend tension to 5H FRC or the combo like you normally do in lower heat mode.
In 80+ heat, this move will give small amounts of meter.
If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.
Supplementary Frame Data:1st hit knocks down opponent on hit. 2nd hit launches opponent (untechable for 34F). 1st hit has hitstop 6F. Raises heat by 2.4 C on frame 1.
•Robo-Ky is in CH state 1~33F •Projectile •Missile disappears immediately if Robo-Ky is hit
Projectile.
Since the Knee-Rocket emanates from Robo-Ky, while he is grounded, the projectile itself MUST be blocked in the air utilizing Faultless Defense! This catches many people off guard!
Gives small amounts of meter on hit and block.
Good for controlling the opponent’s air actions. Great as soon as an opponent jumps with some distance between you, or if they are at the top of the screen.
Despite being negative on block, it can be used as a frame trap with the dragon punch.
On whiff, the opponent has lots of time to approach or punish due to the large recovery time unless FRC'd.
At close ranges, will combo from 2S on most characters. Use this opportunity to lay a mat or harass with more 2H as they fall or tech in more predictable trajectories.
After a blocked 2K, throw out a 2H every once in a while. The delay can catch people off guard. If they block both the 2K and 2H, try FRC'ing into a 5D! This is sneaky as the explosion from the knee rocket quasi-camouflages your 5D, and many times they'll still be blocking low as a result of you starting the whole process with a 2K!
Supplementary Frame Data:Launches opponent on hit (on ground hit untechable for 28F). Robo-Ky is in CH State 1-33F. FRC Timing 19-21F. Is a projectile. Missile disappears immediately if Robo-Ky is hit.
Over 80% Heat
2H Heatnormal
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
50
Mid→ All
14
Total 51
-7
4
0
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
F
16
Launch 28
16
14
19~21F
• Must come down
•Missile lands after 113F •Missile disappers immediately if Robo-Ky is hit •Raises heat by 6.2 C on frame 1
Buffed Projectile.
In 80+ heat, the missile will come back down based on the initial position and direction Robo was facing. This is a good tool to try and restrict the opponent’s movement farther. Due to the fact that while in high heat, 2H also builds heat, this move cannot be abused and must be used with a little more caution.
The downward missile from the 80 heat missile is a true projectile and does not need to be FDed in the air. On hit, it causes a very fast knockdown that generally cannot be converted into damage.
Fishing for a counterhit 2H on a grounded opponent may give them opportunities to escape, but the reward for landing one can drastically shift the round in your favor.
•Wall sticks on CH (untechable for 100F, sticks for 27F) •Robo-Ky is in CH state 1~33F •Raises heat by 21.6 C on frame 1
A good air to air normal.
Has long horizontal range and a rewarding counterhit.
Very fast, so it is possible to miss the airthrow, but still land the counterhit.
Builds large amounts of heat. This can be both a good and a bad thing.
Special cancellable, so can be used to fix the opponent’s positioning for a missile loop.
Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary.
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.
•This attack hits only Robo-Ky and not the opponent •Initial prorate 50% for the opponent •Resets heat to 30.0 C afterwards
Mostly a bad thing. Try to manage heat, so that you don’t overheat.
In certain situations when you know that you will be taking damage, (about to eat an unblockable) overheating intentionally to force additional combo scaling and to try and screw up the opponent’s combo timing is an option.
As overheating is considered a hit, it is possible to slashback the explosion in the air only. Doing this will restore your air options.
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
Might as well talk some shit while you're down there
You'd think he'd run on solar, but he's just that tired
•Robo-Ky is in crouching state during move •From frame 9 on, mat will be layed, even if Robo-Ky is hit •Listed startup and active frames are for the mat •Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame
The meter mat. You're gonna be throwing this puppy out a lot.
Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit.
Standing on a mat while doing something that would give meter increases that meter gain (Robodash, command throw, instant block, slashback).
This mat also gives the opponent meter if they stand on it too.
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.
•Robo-Ky is in CH state 1~43F •Robo-Ky is in crouching state during move •Projectile disappears immediately if Robo-Ky is hit •Raises heat by 5.0 C on frame 1
Level 2
236S Lv2Don't get Coc-KY! Lv 2special
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
14×4
All
24
4×4
Total 57
+38
2
0
7×4
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
11
12
12
12
Level 2
•Robo-Ky is in CH state 1~43F •Robo-Ky is in crouching state during move •Projectile disappears immediately if Robo-Ky is hit •Raises heat by 4.8 C on frame 1
Level 3
236S Lv3Don't get Coc-KY! Lv 3special
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
18×5
All
24
4×5
Total 57
+54
2
0
7×5
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
11
12
12
12
Level 3
•Robo-Ky is in CH state 1~43F •Robo-Ky is in crouching state during move •Projectile disappears immediately if Robo-Ky is hit •Raises heat by 5.0 C on frame 1
Use this to keep your enemies in blockstun, works from knockdown, too.
•Airborne from 9F onwards •On CH untechable for 24F •Robo-Ky is in CH state until landing •Auto Jump Install •Raises heat by 20.0 C on 1F
Robo’s dragon punch.
Grounded and versions are nearly identical with the primary difference being that the 1st hit of the lvl 2 and 3 air versions are overheads. Only the grounded Lvl 3 version will cancel into the super version.
Lvl 1 DP is of little use while ground.
Has no strike invincibility, pretty weak.
Has a passable level of throw invuln, but you're still better off just jumping in that case.
Supplementary Frame Data:Throw invincible 1-8F. Airborne from 9F onwards. Floats opponent on hit (untechable for 20F). Robo-Ky is in CH state until landing. FRC Timing 24-25F. Auto Jump Install. Raises heat by 20.0 C on 1F.
Ground, Level 2
623H Lv2Hun-KY Homerun Lv 2special
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
30, 50
Mid
3
2(4)3
35+8 after landing
-29
2, 4
6, 14
7, 6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1~7F All
RF
11, 16
Launch
30, 40
6, 14
22~23F
•Airborne from 9F onwards •Robo-Ky is in CH state until landing •Auto Jump Install
An actual Dragon Punch.
While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out.
One of the only meterless DPs in the game which will score a knockdown.
Supplementary Frame Data:Fully invincible 1-7F. Airborne from 9F onwards. Floats opponent on hit (1st hit untechable for 30F, 2nd hit for 40F). Robo-Ky is in CH state until landing. FRC Timing 22-23F. 1st hit has hitstop 6F. Auto Jump Install.
Ground, Level 3
623H Lv3Hun-KY Homerun Lv 3special
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
16, 50
Mid
3
4(6)4
29+8 after landing
-22
5×2
20×2
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1~17F All
RF
18
Launch
30
6, 15
23~24F
•Airborne from 13F onwards •Robo-Ky is in CH state until landing •Automatically cancels into super followup if 1st hits (not blocked) •Auto Jump Install
Your most reliable "get outta dodge" move
Will auto follow up into a super if the first hit connects.
If the second hit Counter Hits, there is a long untechable window that can be converted into a big damage combo.
Supplementary Frame Data:Fully invincible 1-17F. Airborne from 13F onwards. Floats opponent on hit (untechable for 30F). Robo-Ky is in CH state until landing. FRC Timing 23-24F. Automatically cancels into super followup if 1st hits (not blocked). Auto Jump Install.
Air, Level 1
j.623H Lv1Hun-KY Homerun Lv 1special
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
30
All
9
3
Until landing+8
-35
3
10
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
1~8F Throw
RF
13
Launch
20
13
24~25F
At levels 2 and 3 this is a completely unreactable overhead. Use it and abuse it.
1st hit (levels 2 and 3 only) • 2nd hit
•Robo-Ky is in CH state until landing •On CH untechable for 24F •Raises heat by 13.5 C on 1F
Mostly used to end air combos where applicable.
Supplementary Frame Data:Throw invincible 1-8F. Floats opponent on hit (untechable for 20F). Robo-Ky is in CH state until landing. FRC Timing 24-25F. Raises heat by 13.5 C on 1F.
Air, Level 2
j.623H Lv2Hun-KY Homerun Lv 2special
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
30, 50
High/Air, All
3
2(4)3
Until landing+8
-29
3
5, 14
7, 6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
90%, 100%
1~7F All
RF
13
Launch
30, 40
6, 13
23~24F
•Robo-Ky is in CH state until landing
Hits overhead, can be followed up when FRC'd.
Vital to Robo's mixup game. tk.DP hits as a completely unreactable overhead.
Supplementary Frame Data:Fully invincible 1-7F. Floats opponent on hit (1st hit untechable for 30F, 2nd hit for 40F). Robo-Ky is in CH state until landing. FRC Timing 23-24F. 1st hit has hitstop 6F.
Air, Level 3
j.623H Lv3Hun-KY Homerun Lv 3special
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
40, 50
High/Air, All
3
4(6)4
Until landing+8
-22
5×2
15, 20
6×2
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
90%, 100%
1~17F All
RF
18
Launch
30, 40
6, 15
23~24F
•Robo-Ky is in CH state until landing
Equally invincible air version of the grounded Lvl 3.
However, this one will not convert into the super on hit.
Can still be RCed into a big combo even if you miss the FRC.
Supplementary Frame Data:Fully invincible 1-17F. Floats opponent on hit (1st hit untechable for 30F, 2nd hit for 40F). Robo-Ky is in CH state until landing. FRC Timing 23-24F. 1st hit has hitstop 6F.
•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
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.
Level 2
j.236S Lv2Jun-KY Bargain Lv 2special
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
60
All
7
Total 31+14 after landing
3
0
7
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
13
14
25
13
•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 •Missile tracks opponent until 25F •Missile disappears immediately if Robo-Ky is hit •Raises heat by 4.1 C on 7F
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.
Level 3
j.236S Lv3Jun-KY Bargain Lv 3special
Damage
Guard
Startup
Active
Recovery
On-Block
On-Hit
Level
Guard Bar Gain
Guard Bar Minus
75
All
9
Total 39+14 after landing
5
0
6
Tension
Prorate
Invuln
Cancel
Blockstun
Ground Hit
Air Hit
Hitstop
FRC Window
18
19
18
15
• Level 3 splits
•Wall bounces opponent if missile hits from 9~26 (untechable for 24F) •Missile disappears on 27F and splits into 4 mini-missiles on 28F •Each mini-missiles have attack level 3, damage 25, gbm 7, 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
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.
Spi-KY Running > P/K/S/H
A return to form, from a game that Robo-Ky wasn't even in
•Wall bounces on CH •On block, performs a special recovery animation (total animation length 18F) •Frames 1~5 are strike invul •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
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.
Combine with robodash for strike/throw that gives you the tension you need to function.
•Robo-Ky is in CH state 1~7F •Costs 10% of Electrcity Gauge •Electricity Gauge increases up to 56% scaling with tension pulse depending on how much Tension the opponent has •Effectively steals up to 20,50% meter from the opponent (24,34 but the last hit gives them 3,84% back)
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)
•Can be steered from 1F onwards •Can cancel into any action other than blocking or jumping 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)
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).
I hate having to repeat myself, because it's useless
First hitbox
•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
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)
Headbutt 214S
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].
•Opponent's inputs are disabled for 5 frames after the super flash •Robo-Ky is in CH state until landing •Wallbounce is on 2nd hit
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.
The first hit is not a super and can be bursted, although that usually leads to an auto burst bait and the opponent gets hit by the third hit.
Although this move comes out very fast and has lots of invincibility, there are many positions on the screen where you end up with a crossover knockdown that is very difficult to deal with.
Probably Robo's most reliable anti-air.
There are situations where the super can be followed up with an air combo which ends up doing lots of damage.
This is a super, where the threat of the existence of the move might be more useful than the move itself. The potential threat of the move can make opponents loosen up their offense in fear of losing lots of life.
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.
•Knocks down opponent on hit •Listed recovery and Frame Adv. is for when the explosion occurs on the ground •This attack deals 53 damage (gbm 7) to Robo-Ky and knocks him down on 1F •Empties Robo-Ky's Tension gauge
Lockdown super.
After the timer runs out, Robo will explode and a large air unblockable projectile will appear centered around Robo.
After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30.
If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high.
Supplementary Frame Data:Knocks down opponent on hit. Hitstop 6F. Listed recovery and Frame Adv. is for when the explosion occurs on the ground. This attack deals 53 damage to Robo-Ky and knocks him down on 1F.
Although this character is capable of dizzying the opponent, the IK is not used very often due to the fact that the stunning hit is generally an air missile. The opponent can generally mash out of the dizzy stagger during when you combine the time it takes to land from the missile loop, the landing recovery, then IK startup.
To edit frame data, edit values in GGACR/Robo-Ky/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.