Difference between revisions of "GGACR/Robo-Ky"

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
 
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
 
|-
 
|-
!Robo-Ky
+
![[File:GGACR_Robo-Ky_Nameplate.png]]
 
|-
 
|-
 
||
 
||
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:Double Jump, 1 Air Dash, Dash Type: Run
 
:Double Jump, 1 Air Dash, Dash Type: Run
 
<center>'''Colors'''</center>
 
<center>'''Colors'''</center>
{{GGACRColors|Character=Robo}}
+
{{GGACRColors|Character=Robo|Size=85px}}
 
|}
 
|}
 
<div style="float:left; margin-right:25px;">
 
<div style="float:left; margin-right:25px;">
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Robot. Ky. Gimmic-ky.
 
Robot. Ky. Gimmic-ky.
  
{{StrengthsAndWeaknesses|strengths=
+
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.
*Very heavy in terms of weight and high defense, allowing for both durability and being able to recover from a ton of combos.
+
 
*Very high damage output at higher power/battery levels, with tons of different solid hit confirms, which become even more scary at high heat to increase hitstun.
+
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.
*Solid ways to lockdown his opponent, ranging from pressure, zoning and okizeme.
+
 
*Can easily throw off okizeme attempts with his knocked down taunt.
+
{{StrengthsAndWeaknesses
*Can build his resource very fast through a number of ways.
+
| intro = {{Character Label|GGACR|Robo-Ky|24px}} plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.
|weaknesses=
+
| pros =
*Very meter reliant. Power/battery gain is the slowest resource filling out of all the cast without the use of his special methods.
+
* High defense and very difficult to stun.
*Space dependent setups.
+
* High stun potential in the corner from various starters, with meter.
*Low battery/power levels offer very little utility for his specials.
+
* One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.
*Having high heat may cause an overheat explosion, which can be used to literally self-destruct for a round throw as well as mess-up a number of actions/combos.
+
* Is heavily rewarded for instant blocking.
*Only average mobility to help with his massive potential.
+
* Good at controlling a large air space in front of him, restricting the opponent’s movement.
*Very little in the way of direct mixup. Must often rely on pressure, okizeme, frame traps and tick throws for damage conversions.
+
* At high meter has one of the best dragon punches in the game.
*Somewhat of an out-of-the-box character to learn and play.
+
* Strong tick throw and frame trap game.
 +
| cons =
 +
* Meter dependence on special moves makes him vulnerable at round start in some matchups.
 +
* 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game.
 +
* Low average damage off random hits.  His big burst damage combos generally leave him with no resources and very high heat.
 +
* No real means of securing a knockdown from an air combo.
 +
* High heat (80+) can lock Robo out of certain tools out of fear of overheating.
 +
* Can be locked out of combo routes due to having too much meter. Requires improvisation to convert based on available meter and current heat.
 +
* Has few opportunities to lock the opponent down to safely use his high/low tools.
 
}}
 
}}
 +
 +
=== 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.
 +
80+ heat damage seems to be calculated by removing the last digit of the damage value, and adding the resulting number to the damage of the move. So if a move normally does 20 damage, it would do 22 at 80+ heat. 42 would do 46, 15 would do 16, etc. This persists through damage scaling.
 +
*30-49 heat, 30 is the lowest default value of heat
 +
*50-79 heat
 +
*80-99 heat
 +
*At 100 heat, Robo-ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.
 +
  
 
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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{{#lst:GGACR/Robo-Ky/Data|Links}}
 
{{#lst:GGACR/Robo-Ky/Data|Links}}
 +
 
== Normal Moves ==
 
== Normal Moves ==
 
====== ======
 
====== ======
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|name=5P
 
|name=5P
 
|image=GGAC_RoboKy_5P.png
 
|image=GGAC_RoboKy_5P.png
|caption=All around amazing normal.
+
|caption=ZA HANDO
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_5P-Hitbox.png|center|175px]]
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Very oppressive jab. Go-to button for pressure.
 +
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.
 +
*Great move to raise guard gauge.
 +
*Link into 5k/2k/2s on block for mixup.
 +
*Combo into 5s/2s for B&B.
 +
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).
  
+7 on block. Great as a meaty, whiff, fakeout, burst bait, timing device & lockdown tool.
+
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.''
 
 
Is completely insane in 80% Heat Mode, (more on this later).
 
 
 
Link into 5k/2k/2s on block for mixup.
 
 
 
Great move to raise guard gauge.
 
 
 
Combo into 5s/2s for B&B.
 
 
 
Can be ducked by smaller/certain characters, (Zappa, Faust).
 
 
 
Be aware that is is susceptible to Faultless Defense.
 
 
}}
 
}}
 
}}
 
}}
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|name=5K
 
|name=5K
 
|image=GGAC_RoboKy_5K.png
 
|image=GGAC_RoboKy_5K.png
|caption=Go to normal for pestering!
+
|caption=Pestering Standing Low
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_5K-1-Hitbox.png|center|175px]]
 +
Frames 5-6
 +
[[File:GGXXACPR_Robo-Ky_5K-2-Hitbox.png|center|175px]]
 +
Frames 7-9
 +
[[File:GGXXACPR_Robo-Ky_5K-3-Hitbox.png|center|175px]]
 +
Frames 10-11
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
The other go-to button for pressure.
 +
*Standing low, always a pain to deal with.
 +
*-4 on block, but links to 5P, which can set up tick throws
 +
*Self cancelling.
 +
*Spam it to try and get them to stand up, or just generally annoy them
 +
*Jump cancel allows for an unreactable high/low mixup between another 5K or lvl 2/3 TK DP.
 +
*Because Robo does not have a 6K, he can press 6 K+H to option select throw.
  
Hits low.
+
'''Supplementary Frame Data:''' ''Initial prorate 80%.''
 
 
It is -4 upon block so don't end a blockstring with it.
 
 
 
85% prorate.
 
 
 
Not half bad for tick throw setup.
 
 
 
5 frame startup helps it stuff certain low moves.
 
 
 
Link into 5p on block if you don't have tension for other lockdown tools such as ground missile or horse.
 
 
 
Chain into itself to hitconfirm or if you have a reason to (ie kill time during Det Mode).
 
 
 
Combo however you want, based on spacing, into 5s for B&B.
 
 
 
Spam it to try and get them to stand up, or just generally annoy them.
 
 
}}
 
}}
 
}}
 
}}
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|image=GGAC_RoboKy_cS.png
 
|image=GGAC_RoboKy_cS.png
 
|caption=Multipurpose normal.
 
|caption=Multipurpose normal.
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_cS-Hitbox.png|center|175px]]
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Mainly used for pressure and combos.
 +
*Chain into 2P, f.S or ground/air missile for further lockdown/mixup options.
 +
*Chains into both normals that give knockdown (2S and 6P).
 +
*On an already launched opponent, can be used in place of another 5H FRC on most characters (not Sol) to position them properly for an air combo.
 +
*Combos into 5D on counterhit.
  
It's not very fast but good for stuffing because of its counterhit capabilities.
 
 
Best move for jumpcancel purposes.
 
 
Chain into 2p, 5s (far) or ground/air missile,for further lockdown/mixup options.
 
 
In +R you can now chain into 6p!
 
 
Combo into 2s for B&B.
 
 
Combo into Level 3 Horsie for float ~ aircombo.
 
 
Combo into 5d on counterhit.
 
  
 
}}
 
}}
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|image=GGAC_RoboKy_fS.png
 
|image=GGAC_RoboKy_fS.png
 
|caption=Arms extend for a far poke.
 
|caption=Arms extend for a far poke.
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_fS-1-Hitbox.png|center|175px]]
 +
Frames 10-11
 +
[[File:GGXXACPR_Robo-Ky_fS-2-Hitbox.png|center|175px]]
 +
Frames 12-14
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Robo's most consistent long ranged poke.
 +
*Lets Robo poke into mat for basic neutral.
 +
*Causes a slow, floaty, and convertable knockdown on Counter Hit
 +
**Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and 2D.
 +
*Can be late gatling canceled into a 5H FRC, 6H at 50+ heat, or into 2H to fish for a counterhit.
  
Spamming it will not bring you any closer to the 'Glory Days' of #R.
+
'''Supplementary Frame Data:''' ''Initial Prorate 85%. Can chain into normal other than 5P or 2P (even on whiff) after 8F.''
 
 
Try to stay at max range with this move while building meter with 2d.
 
 
 
Most of the time it's safe to chain into 2d on hit/block.
 
 
}}
 
}}
 
}}
 
}}
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|name=5H
 
|name=5H
 
|image=GGAC_RoboKy_5H.png
 
|image=GGAC_RoboKy_5H.png
|caption=Clutch Normal!
+
|caption=The Clutchest
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_5H-1-Hitbox.png|center|175px]]
 +
Frames 5-7
 +
[[File:GGXXACPR_Robo-Ky_5H-2-Hitbox.png|center|175px]]
 +
Frames 8-11
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
The blessing and the curse.
 +
*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.
  
Really fast normal with 5 frames execution so it's excellent to stuff things.
+
'''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).''
 
 
FRC point from frame 5-8.
 
 
 
Is -17 on block and -5 or so on hit so FRC is necessary either way.
 
 
 
Staple of most aircombos.
 
 
 
Ok to use as anti air at a certain angle.
 
 
 
Good stagger on counterhit allows you to followup in many ways.
 
 
 
Use 5hs FRC in pressure strings to keep opponent pinned. Just remember about tension restrictions, if you FRC you won't be getting much tension for a few seconds.
 
 
}}
 
}}
 
}}
 
}}
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|name=6P
 
|name=6P
 
|image=GGAC_RoboKy_6P.png
 
|image=GGAC_RoboKy_6P.png
|caption=Gun Arm.
+
|caption=Robo Ky doesn't eat the shells
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_6P-Hitbox.png|center|175px]]
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR|version=yes}}
 
{{AttackDataHeader-GGACR|version=yes}}
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{{#lsth:GGACR/Robo-Ky/Data|6P (1)}}
 
{{#lsth:GGACR/Robo-Ky/Data|6P (1)}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
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.''
 +
}}
 
{{AttackVersion|name=2nd, 3rd Hit}}
 
{{AttackVersion|name=2nd, 3rd Hit}}
 
{{#lsth:GGACR/Robo-Ky/Data|6P (2-3)}}
 
{{#lsth:GGACR/Robo-Ky/Data|6P (2-3)}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
 +
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
  
Each time you hit p, Robo will fire again, to a max of three times.
+
'''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).''
 
 
After the second hit the opponent has the option to tech.
 
 
 
Try alternating your firing patterns/rate of fire to keep opponent guessing.
 
 
 
Longer range than 5s (far) but longer recovery on whiff so use with caution.
 
 
 
Generates TONS of heat.
 
 
 
It's a projectile and can thus cancel others out.
 
 
 
Upper body invincibility makes it a decent anti air, though it tends to have a pretty large blind spot.
 
 
 
Use in pressure strings & combos in corner to maintain your heat level so you can continually annoy opponent with Level 2 Steam. (Ex: 5hs FRC Stagger, 6p once to knockdown, 2d)
 
 
}}
 
}}
 
}}
 
}}
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{{#lsth:GGACR/Robo-Ky/Data|6H Lv1}}
 
{{#lsth:GGACR/Robo-Ky/Data|6H Lv1}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
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).''
 +
}}
 
{{AttackVersion|name=Level 2}}
 
{{AttackVersion|name=Level 2}}
 
{{#lsth:GGACR/Robo-Ky/Data|6H Lv2}}
 
{{#lsth:GGACR/Robo-Ky/Data|6H Lv2}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
*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).''
 +
}}
 
{{AttackVersion|name=Level 3}}
 
{{AttackVersion|name=Level 3}}
 
{{#lsth:GGACR/Robo-Ky/Data|6H Lv3}}
 
{{#lsth:GGACR/Robo-Ky/Data|6H Lv3}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
 +
*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.
  
6h Lvl 1:
+
'''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).''
 
 
Useless except for cancelling projectiles if you really must.
 
 
 
Very short amount of stagger on counterhit.
 
 
 
FRC point between frames 10-12.
 
 
 
 
 
6h Lvl 2 (pictured on left):
 
 
 
Decent range and +3 on block so it's good for poking, early anti-air, anti ground dash and lockdown.
 
 
 
If opponent is cornered, use in conjunction with blocked 2k or 5p for great pressure. If anything staggers (delayed 5hs FRC), 6p once to knockdown/get Heat and keep it going.
 
 
 
A blocked 2k slide into blocked 6h FRC, is a good setup for his command grab. If you have the same opportunity again, ditch the command grab & substitute a Level 2 Bazooka or well-timed Robo-Dash.
 
 
 
Combo into 2k or 5h if nearby.
 
 
 
Enough stagger on counterhit at stagger Lvl 2 to combo into 5d or command throw.
 
  
FRC point between frames 13-14.
 
 
 
6h Lvl 3:
 
 
Is -1 on block.
 
 
Even more stagger on counterhit so easier to combo into.
 
 
FRC point between frames 16-17.
 
 
}}
 
}}
 
}}
 
}}
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
|name=5D
+
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D]
 
|image=GGAC_RoboKy_5D.png
 
|image=GGAC_RoboKy_5D.png
 
|caption=Great Dust!
 
|caption=Great Dust!
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_5D-Hitbox.png|center|175px]]
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 
+
No longer impossible to block.
Hits high.
+
*Hits high.
 
+
*Better range than f.s so difficult to punish by many on block at maximum range.
One of the fastest Dusts in the game. Easy to see so not really abusable after a certain time.
+
*Try using a blocked 2H FRC to camouflage your attempt at sneaking in a 5D during the explosion .
 
+
*A corner dust combo into a missile loop can do lots of damage and even potentially stun.
Better range than 5s (far) so impossible to punish by many on block at maximum range.
 
 
 
Try using a blocked 2hs FRC explosion to camouflage your attempt at sneaking in a 5d!
 
 
 
 
}}
 
}}
 
}}
 
}}
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|name=2P
 
|name=2P
 
|image=GGAC_RoboKy_2P.png
 
|image=GGAC_RoboKy_2P.png
|caption=Good poke for smaller characters.
+
|caption=Good poke for smaller characters
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_2P-Hitbox.png|center|175px]]
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
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{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
A decent short range poke.
 +
*Its primary use is to keep pressure after a c.S due to the fact that it is the only consistent normal Robo can chain into that is plus on block.
 +
*Because 2P is +3 on block you have a few options after a blocked 2P.
 +
**Chain into another c.S or 2K to maintain pressure.
 +
**Attempt a tick throw.
 +
**Frame trap with 5K, 5P, 5H, 2H.
 +
*Useful as a meaty against the characters that duck under 5P (Faust, Kliff, Zappa)
  
85% prorate.
+
'''Supplementary Frame Data:''' ''Initial Prorate 85%.''
 
 
+3 on block so good for lockdown.
 
 
 
Chain into 5s/2k on block or hit for mixup/pressure/B&B.
 
 
 
Useful as a meaty versus characters who can duck under your 5p, (Zappa, Faust).
 
 
 
Can also be used as a whiff to end pressure strings. Follow up with either 6hs Steam, 6p, or TK Air Missiles.
 
 
}}
 
}}
 
}}
 
}}
Line 315: Line 339:
 
|name=2K
 
|name=2K
 
|image=GGAC_RoboKy_2K.png
 
|image=GGAC_RoboKy_2K.png
|caption=Combo starter and evasion-based normal.
+
|caption=Combo starter and evasion-based normal
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_2K-Hitbox.png|center|175px]]
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 322: Line 349:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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.
  
Hits low.
+
'''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).''
 
Prorates 85%.  
 
 
 
Is -8 on block but still ok for tick throw, just don't use all that often.
 
 
 
Longest range of all his normals.
 
 
 
Goes under quite a few moves and projectiles. (Ky's fireballs for one)
 
 
 
Combo into 2s for B&B.
 
 
 
Use with Level 2 Steam in corner for pressure and maintaining your Heat level.
 
 
}}
 
}}
 
}}
 
}}
Line 343: Line 364:
 
|image=GGAC_RoboKy_2S.png
 
|image=GGAC_RoboKy_2S.png
 
|caption=Pew-Pew Eye Lasers!
 
|caption=Pew-Pew Eye Lasers!
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_2S-1-Hitbox.png|center|175px]]
 +
1st Hit (Frames 10-12)
 +
[[File:GGXXACPR_Robo-Ky_2S-2-Hitbox.png|center|175px]]
 +
2nd Hit: Level 3<br>
 +
(Frames 13-15)
 +
Level 3
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR|version=yes}}
 
{{AttackDataHeader-GGACR|version=yes}}
Line 349: Line 378:
 
{{#lsth:GGACR/Robo-Ky/Data|2S}}
 
{{#lsth:GGACR/Robo-Ky/Data|2S}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
Robo-Ky's actual sweep.
 +
*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.''
 +
}}
 
{{AttackVersion|name=Over 80% Heat}}
 
{{AttackVersion|name=Over 80% Heat}}
 
{{#lsth:GGACR/Robo-Ky/Data|2S Heat}}
 
{{#lsth:GGACR/Robo-Ky/Data|2S Heat}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
Hits low.
+
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.
Not a projectile.
+
*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.
Link into 5h frc on block or hit to stuff/continue pressure/B&B.
+
*If the second hit counterhits, it gives an untechable launch that can lead to a massive combo.
 
 
Doing a 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~2hs (FRC optional).
 
 
 
Cancel on hit into 2d for mat on knockdown and then okizeme.
 
 
 
If opponent is blocking ground bazooka, you can attempt a combo starter with this instead of 2k, as it does not prorate!
 
 
 
In 80%+ Heat Mode this badboy is +1 on block! Be careful as it generates heat, but ONLY WHILE IN 80%+ Heat mode.  
 
 
 
In 80%+ Heat Mode this move 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 5hs FRC or the combo like you normally do in lower heat mode.
 
 
 
As stated earlier, be advised this move will raise your heat, BUT ONLY IN 80%+/Level 3 Heat Mode.
 
  
 +
'''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.''
 
}}
 
}}
 
}}
 
}}
Line 384: Line 411:
 
{{#lsth:GGACR/Robo-Ky/Data|2H}}
 
{{#lsth:GGACR/Robo-Ky/Data|2H}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
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.''
 +
}}
 
{{AttackVersion|name=Over 80% Heat}}
 
{{AttackVersion|name=Over 80% Heat}}
 
{{#lsth:GGACR/Robo-Ky/Data|2H Heat}}
 
{{#lsth:GGACR/Robo-Ky/Data|2H Heat}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
 +
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.
 +
CH Robert 2H guide: https://www.youtube.com/watch?v=pjrk81E32R4
  
Projectile.
+
'''Supplementary Frame Data:''' ''Missile lands after 113F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 6.2 C on frame 1.''
 
 
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!
 
 
 
Good for air control and anti air.
 
 
 
FRC point from frames 19-21.
 
 
 
Horrible on whiff so don't.
 
 
 
Not as horrible on block if opponent is grounded.
 
 
 
Counterhit on grounded opponent makes it untechable for a long time and thus easy to followup with an aircombo (all purpose j.k, j.s, jc, dj.k, dj.d). If it is not a counterhit, you can still hit confirm into FRC then superjump kick, superjump dust, missile if applicable. If opponent is hit in the air however, you usually will not be able to follow up.
 
 
 
After a blocked 2k, throw out a 2h every once an awhile. 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!
 
 
 
In 80%+ Heat Mode, these suckers will be flashing red as they launch from Robo's knee. A few seconds later they will COME BACK DOWN! Even if you get hit they will come plummeting back down, at a similar angle to how they launched. Like Robo's 80%+ Heat Mode 2s, this move will raise your heat, BUT ONLY IN 80%+ Heat Mode!
 
 
}}
 
}}
 
}}
 
}}
Line 413: Line 441:
 
|image=GGAC_RoboKy_jP.png
 
|image=GGAC_RoboKy_jP.png
 
|caption=Surprisingly good air-to-air normal.
 
|caption=Surprisingly good air-to-air normal.
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_jP-1-Hitbox.png|center|175px]]
 +
Frames 7-10
 +
[[File:GGXXACPR_Robo-Ky_jP-2-Hitbox.png|center|175px]]
 +
Frames 11-14
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 419: Line 453:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Probably Robo's best air to air normal.
 +
*Very fast with low recovery makes this a great air normal.
 +
*Jump and special cancellable and gatlings into all air normals including itself.
 +
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.
 
}}
 
}}
 
}}
 
}}
Line 426: Line 464:
 
|image=GGAC_RoboKy_jK.png
 
|image=GGAC_RoboKy_jK.png
 
|caption=Go to normal for Tiger Knee Force Break shenanigans.
 
|caption=Go to normal for Tiger Knee Force Break shenanigans.
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky-jK-1-Hitbox.png|center|175px]]
 +
Frames 7-9, 12, 15-16
 +
[[File:GGXXACPR_Robo-Ky-jK-2-Hitbox.png|center|175px]]
 +
Frames 10-11, 13-14, 17-18
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 432: Line 476:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Robo’s go to air combo starter.
 +
*Jump cancellable, special cancellable, and gatlings into all his other air normals.
 +
*Has similar uses as j.P but has longer active frames and a better horizontal hitbox.
 +
*Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.
 +
*From a TK FB, can be used in a very tricky mixup.
 +
**TK FB j.K for instant overhead.
 +
**TK FB whiff j.K land 5K for fake overhead low.
 +
**TK FB whiff j.K throw/command throw.
 +
 
}}
 
}}
 
}}
 
}}
 +
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
 
|name=j.S
 
|name=j.S
 
|image=GGAC_RoboKy_jS.png
 
|image=GGAC_RoboKy_jS.png
|caption=Your combo starter versus grounded opponents.
+
|caption=BANNED
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_jS-Hitbox.png|center|175px]]
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 445: Line 502:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
This is his “big damage” air normal.
 +
*Jump cancellable, gatlings into j.P and j.H, and is special cancellable.
 +
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.
 +
*Counterhit j.S gives a ground bounce that is easy to convert into big damage.
 +
 +
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.''
 
}}
 
}}
 
}}
 
}}
Line 451: Line 514:
 
|name=j.H
 
|name=j.H
 
|image=GGAC_RoboKy_jH.png
 
|image=GGAC_RoboKy_jH.png
|caption=Alternative to j.D for ending air combos.
+
|caption=Alternative to j.D for ending air combos
 +
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes">
 +
[[File:GGXXACPR_Robo-Ky_jH-Hitbox.png|center|175px]]
 +
</div>
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 458: Line 524:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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.''
 
}}
 
}}
 
}}
 
}}
Line 464: Line 538:
 
|name=j.D
 
|name=j.D
 
|image=GGAC_RoboKy_jD.png
 
|image=GGAC_RoboKy_jD.png
|caption=Air combo ender when close.
+
|caption=Inspector Gadget
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 471: Line 545:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
An air normal that is generally used at the end of an air combo. 
 +
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. 
 +
 +
'''Supplementary Frame Data:''' ''Untechable for 18F. .Hitstop 6F. (Untranslated).''
 
}}
 
}}
 
}}
 
}}
Line 480: Line 558:
 
|name=Throw
 
|name=Throw
 
|image=GGAC_RoboKy_throw.png
 
|image=GGAC_RoboKy_throw.png
|caption=
+
|caption=The Typical Tsundere Fan Slap
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 487: Line 565:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
Above average ranged throw, converts with meter.
 +
*Robo has pretty good tick throw options off of 5K, 5P, and even 2K.
 +
*After landing a throw, Robo can decide to lay a mat and apply pressure or FRC into a combo.
 +
*In the corner with 75-100 meter, robo can instantly dizzy most of the cast.
 +
**Examples: https://youtu.be/U7CV2ZOa1nY
 +
 +
'''Supplementary Frame Data:''' ''Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F.''
 
}}
 
}}
 
}}
 
}}
Line 493: Line 578:
 
|name=Air Throw
 
|name=Air Throw
 
|image=GGAC_RoboKy_airThrow.png
 
|image=GGAC_RoboKy_airThrow.png
|caption=
+
|caption=DAME NINGEN
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 500: Line 585:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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.''
 
}}
 
}}
 
}}
 
}}
Line 506: Line 594:
 
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
 
|name=[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]
 
|image=GGAC_RoboKy_5H.png
 
|image=GGAC_RoboKy_5H.png
|caption=Good DAA to use when their back is to the corner.
+
|caption=Sometimes you just gotta assert dominance
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 513: Line 601:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 
 
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.
 
Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner.
  
50% prorate.
+
'''Supplementary Frame Data:''' ''Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%.''
 
 
 
}}
 
}}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 
== Special Moves ==
 
== Special Moves ==
 
====== ======
 
====== ======
Line 526: Line 613:
 
|name=Overheat Explosion
 
|name=Overheat Explosion
 
|image=Overheatexplosion.png
 
|image=Overheatexplosion.png
|caption=
+
|caption='''痛い'''
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 533: Line 620:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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.''
 +
}}
 
}}
 
}}
}}
+
 
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 540: Line 633:
 
|input=knocked down > P+K
 
|input=knocked down > P+K
 
|image=GGAC_RoboKy_DelayedGetup.png
 
|image=GGAC_RoboKy_DelayedGetup.png
|caption=
+
|caption=Might as well talk some shit while you're down there
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
 
{{!}}-
 
{{!}}-
{{#lsth:GGACR/Robo-Ky/Data|Delayed Getup}}
+
{{#lsth:GGACR/Robo-Ky/Data|Delayed Wakeup}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.
+
{{Description|7|text=
 +
Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.
 +
*Use this to mess with opponent’s wakeup pressure.
 +
*Cannot be performed if Robo is hit otg.
 +
 
 +
'''Supplementary Frame Data:''' ''Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.''
 
}}
 
}}
 
}}
 
}}
 +
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 554: Line 653:
 
|input=2D
 
|input=2D
 
|image=GGAC_RoboKy_2D.png
 
|image=GGAC_RoboKy_2D.png
|caption=
+
|caption=You'd think he'd run on solar.
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 561: Line 660:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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.''
 
}}
 
}}
 
}}
 
}}
 +
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 568: Line 674:
 
|input=236S
 
|input=236S
 
|image=GGAC_RoboKy_236S.png
 
|image=GGAC_RoboKy_236S.png
|caption=
+
|caption=The Blockstun Rocket
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR|version=yes}}
 
{{AttackDataHeader-GGACR|version=yes}}
Line 575: Line 681:
 
{{#lsth:GGACR/Robo-Ky/Data|236S Lv1}}
 
{{#lsth:GGACR/Robo-Ky/Data|236S Lv1}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
Bazooka.  Use this to keep your enemies in blockstun, works from knockdown, too.
 +
*+22, keeps the opponent grounded. Lets Robo Ky run his oki game.
 +
*As with most of the lvl 1 specials, it doesn’t see much as much use.
 +
*''All versions:'' Can be low profiled, keep wary of characters who can go under it.
 +
*After a bazooka, use the block stun to lay a mat, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.
 +
 +
'''Supplementary Frame Data:''' ''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.''
 +
}}
 
{{AttackVersion|name=Level 2}}
 
{{AttackVersion|name=Level 2}}
 
{{#lsth:GGACR/Robo-Ky/Data|236S Lv2}}
 
{{#lsth:GGACR/Robo-Ky/Data|236S Lv2}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
Significantly more plus than the Lvl 1 version due to an extra hit.
 +
*More time to run the oki gamut.
 +
*Range is not that great, so it won’t get much mileage if done from a blockstring.
 +
 +
'''Supplementary Frame Data:''' ''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.''
 +
}}
 
{{AttackVersion|name=Level 3}}
 
{{AttackVersion|name=Level 3}}
 
{{#lsth:GGACR/Robo-Ky/Data|236S Lv3}}
 
{{#lsth:GGACR/Robo-Ky/Data|236S Lv3}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
Use this to keep your enemies in blockstun, works from knockdown, too.
+
Generally the go-to move after a knockdown.
 +
*Substantially plus, giving you plenty of time to run the mixup.
 +
*Longer range makes this more viable after a longer distance c.s or a f.s.
 +
**Avoid being made vulnerable to jump-outs after this.
 +
 
 +
'''Supplementary Frame Data:''' ''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.''
 
  }}
 
  }}
 
}}
 
}}
Line 591: Line 718:
 
|input=214S
 
|input=214S
 
|image=GGAC_RoboKy_214S.png
 
|image=GGAC_RoboKy_214S.png
|caption=
+
|caption=Joust
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR|version=yes}}
 
{{AttackDataHeader-GGACR|version=yes}}
Line 598: Line 725:
 
{{#lsth:GGACR/Robo-Ky/Data|214S Lv1}}
 
{{#lsth:GGACR/Robo-Ky/Data|214S Lv1}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
Pony.  Useful for pressure and combos.
 +
*Lvl 1 is of very little value.  It is extremely slow on startup and has very little horizontal range.
 +
*Despite being +2, it's quite a risk to go for. Avoid it.
 +
 +
'''Supplementary Frame Data:''' ''Foot invincible and airborne from 7F onwards. Untechable for 18F. Immediately enters recovery animation on hit or block. Raises heat by 20.0 C on frame 1.''
 +
}}
 
{{AttackVersion|name=Level 2}}
 
{{AttackVersion|name=Level 2}}
 
{{#lsth:GGACR/Robo-Ky/Data|214S Lv2}}
 
{{#lsth:GGACR/Robo-Ky/Data|214S Lv2}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
Substantially better. Robo gains some actual momentum.
 +
*Lvl 2 can be used after c.S or on an opponent’s wakeup as a throw bait.
 +
*On Counter Hit, causes a ground slide that can combo into a Robodash.
 +
*At high heat, it can be looped on standing or aerial opponents for big damage.
 +
 +
'''Supplementary Frame Data:''' ''Foot invincible and airborne from 7F onwards. Immediately enters recovery animation on hit or block. Slides opponent on CH (untechable for 60F, slides for 37F).''
 +
}}
 
{{AttackVersion|name=Level 3}}
 
{{AttackVersion|name=Level 3}}
 
{{#lsth:GGACR/Robo-Ky/Data|214S Lv3}}
 
{{#lsth:GGACR/Robo-Ky/Data|214S Lv3}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
 +
Far more dangerous.
 +
*Lvl 3 is plus on block, causes a launch on hit, and a wallbounce on counterhit. 
 +
**If the opponent is too far away from the wall, they can tech before they get back to you. 
 +
*Can be used after c.S or f.S to get in and reapply pressure along with baiting wakeup throws from opponents. 
 +
*Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke.
 +
*At 80+ heat, it can be looped for massive damage and a knockdown.
 +
 +
'''Supplementary Frame Data:''' ''Foot invincible and airborne from 7F onwards. Knocks down opponent on ground hit (untechable for 20F). Immediately enters recovery animation on hit or block. Wall bounches opponent on CH (untechable for 40F).''
 
}}
 
}}
 
}}
 
}}
 +
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 612: Line 763:
 
|input=623H
 
|input=623H
 
|image=GGAC_RoboKy_623H.png
 
|image=GGAC_RoboKy_623H.png
|caption=
+
|caption=Right outta da park
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR|version=yes}}
 
{{AttackDataHeader-GGACR|version=yes}}
Line 619: Line 770:
 
{{#lsth:GGACR/Robo-Ky/Data|623H Lv1}}
 
{{#lsth:GGACR/Robo-Ky/Data|623H Lv1}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
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.''
 +
}}
 
{{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. 
 +
 +
'''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
Line 642: Line 833:
 
|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}}
Line 649: Line 840:
 
{{#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
Line 663: Line 878:
 
|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}}
Line 670: Line 885:
 
{{!}}-
 
{{!}}-
 
{{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
Line 677: Line 900:
 
|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}}
Line 683: Line 906:
 
{{#lsth:GGACR/Robo-Ky/Data|63214K}}
 
{{#lsth:GGACR/Robo-Ky/Data|63214K}}
 
{{!}}-
 
{{!}}-
{{Description|7|text=Command Grab
+
{{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)''
 
  }}
 
  }}
 
}}
 
}}
Line 694: Line 925:
 
|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 ==
 
====== ======
 
====== ======
Line 709: Line 950:
 
|input=236236S, SSS...
 
|input=236236S, SSS...
 
|image=GGAC_RoboKy_236236S.png
 
|image=GGAC_RoboKy_236236S.png
|caption=ORA ORA ORA!
+
|caption=I hate having to repeat myself, because it's useless.
 
|image2=GGAC_RoboKy_236236S_2.png
 
|image2=GGAC_RoboKy_236236S_2.png
|caption2=Boing!
+
|caption2=Useless, useless, useless...!
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR|version=yes}}
 
{{AttackDataHeader-GGACR|version=yes}}
Line 718: Line 959:
 
{{#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].''
 
  }}
 
  }}
 
}}
 
}}
 +
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 729: Line 986:
 
|input=623H
 
|input=623H
 
|image=GGAC_RoboKy_623H_2.png
 
|image=GGAC_RoboKy_623H_2.png
|caption=SRK.
+
|caption=Super SRK
 
|data=
 
|data=
 
{{AttackDataHeader-GGACR}}
 
{{AttackDataHeader-GGACR}}
Line 736: Line 993:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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.''
 
  }}
 
  }}
 
}}
 
}}
 +
 
====== ======
 
====== ======
 
{{MoveData
 
{{MoveData
Line 752: Line 1,018:
 
{{#lsth:GGACR/Robo-Ky/Data|236236P}}
 
{{#lsth:GGACR/Robo-Ky/Data|236236P}}
 
{{!}}-
 
{{!}}-
 +
{{Description|8|text=
 +
Robo-Ky Firmware Patch. Strong buffing install super.
 +
*After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter.
 +
*Generally speaking, this is an install super that has higher risk and lower rewards. 
 +
*Many characters still have no problems outmaneuvering Robo even while in the install mode.
 +
*It is pretty common to see Robos use a FB right before exploding to try and catch or cross up the opponent.
 +
 +
'''Supplementary Frame Data:''' ''Robo-Ky enters Overclock mode on 10F.During Overclock mode, Electricity Gauge increaes 0.15% every frame.''
 +
}}
 
{{AttackVersion|name=Detonation}}
 
{{AttackVersion|name=Detonation}}
 
{{#lsth:GGACR/Robo-Ky/Data|236236P Explosion}}
 
{{#lsth:GGACR/Robo-Ky/Data|236236P Explosion}}
 
{{!}}-
 
{{!}}-
 
{{Description|8|text=
 
{{Description|8|text=
 +
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.''
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 
== Instant Kill ==
 
== Instant Kill ==
 
{{MoveData
 
{{MoveData
Line 772: Line 1,054:
 
{{!}}-
 
{{!}}-
 
{{Description|7|text=
 
{{Description|7|text=
 +
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.
 
  }}
 
  }}
 
}}
 
}}
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
 +
 +
==[[Dustloop_Wiki:Roadmap/GGACR#Robo-Ky|Roadmap]]==
 +
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Robo}}
 +
 +
 
==Navigation==
 
==Navigation==
 
{{#lsth:GGACR/Robo-Ky/Data|Links}}
 
{{#lsth:GGACR/Robo-Ky/Data|Links}}

Revision as of 00:05, 8 December 2019

GGACR Robo-Ky Nameplate.png
GGAC Robo-Ky Portrait.png
Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
Colors
default P
default K
default S
default H
default D
ex P
ex K
ex S
ex H
ex D
slash P
slash K
slash S
slash H
slash D
reload P
reload K
reload S
reload H
reload D

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.

Playstyle
GGACR Robo-Ky Icon.png Robo-Ky plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.
Pros Cons
  • High defense and very difficult to stun.
  • High stun potential in the corner from various starters, with meter.
  • One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure.
  • Is heavily rewarded for instant blocking.
  • Good at controlling a large air space in front of him, restricting the opponent’s movement.
  • At high meter has one of the best dragon punches in the game.
  • Strong tick throw and frame trap game.
  • Meter dependence on special moves makes him vulnerable at round start in some matchups.
  • 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game.
  • Low average damage off random hits. His big burst damage combos generally leave him with no resources and very high heat.
  • No real means of securing a knockdown from an air combo.
  • High heat (80+) can lock Robo out of certain tools out of fear of overheating.
  • Can be locked out of combo routes due to having too much meter. Requires improvisation to convert based on available meter and current heat.
  • Has few opportunities to lock the opponent down to safely use his high/low tools.

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. 80+ heat damage seems to be calculated by removing the last digit of the damage value, and adding the resulting number to the damage of the move. So if a move normally does 20 damage, it would do 22 at 80+ heat. 42 would do 46, 15 would do 16, etc. This persists through damage scaling.

  • 30-49 heat, 30 is the lowest default value of heat
  • 50-79 heat
  • 80-99 heat
  • At 100 heat, Robo-ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.


Guilty Bits Character Intro



Normal Moves

5P
GGAC RoboKy 5P.png
ZA HANDO
GGXXACPR Robo-Ky 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

Very oppressive jab. Go-to button for pressure.

  • +7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool.
  • Great move to raise guard gauge.
  • Link into 5k/2k/2s on block for mixup.
  • Combo into 5s/2s for B&B.
  • Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa).

Supplementary Frame Data: On block, raises GB like a lv 4 move. Untechable on air CH for 44F.

5K
GGAC RoboKy 5K.png
Pestering Standing Low
GGXXACPR Robo-Ky 5K-1-Hitbox.png

Frames 5-6

GGXXACPR Robo-Ky 5K-2-Hitbox.png

Frames 7-9

GGXXACPR Robo-Ky 5K-3-Hitbox.png

Frames 10-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

The other go-to button for pressure.

  • Standing low, always a pain to deal with.
  • -4 on block, but links to 5P, which can set up tick throws
  • Self cancelling.
  • Spam it to try and get them to stand up, or just generally annoy them
  • Jump cancel allows for an unreactable high/low mixup between another 5K or lvl 2/3 TK DP.
  • Because Robo does not have a 6K, he can press 6 K+H to option select throw.

Supplementary Frame Data: Initial prorate 80%.

c.S
GGAC RoboKy cS.png
Multipurpose normal.
GGXXACPR Robo-Ky cS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

Mainly used for pressure and combos.

  • Chain into 2P, f.S or ground/air missile for further lockdown/mixup options.
  • Chains into both normals that give knockdown (2S and 6P).
  • On an already launched opponent, can be used in place of another 5H FRC on most characters (not Sol) to position them properly for an air combo.
  • Combos into 5D on counterhit.
f.S
GGAC RoboKy fS.png
Arms extend for a far poke.
GGXXACPR Robo-Ky fS-1-Hitbox.png

Frames 10-11

GGXXACPR Robo-Ky fS-2-Hitbox.png

Frames 12-14

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

Robo's most consistent long ranged poke.

  • Lets Robo poke into mat for basic neutral.
  • Causes a slow, floaty, and convertable knockdown on Counter Hit
    • Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and 2D.
  • Can be late gatling canceled into a 5H FRC, 6H at 50+ heat, or into 2H to fish for a counterhit.

Supplementary Frame Data: Initial Prorate 85%. Can chain into normal other than 5P or 2P (even on whiff) after 8F.

5H
GGAC RoboKy 5H.png
The Clutchest
GGXXACPR Robo-Ky 5H-1-Hitbox.png

Frames 5-7

GGXXACPR Robo-Ky 5H-2-Hitbox.png

Frames 8-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

The blessing and the curse.

  • 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).

6P
GGAC RoboKy 6P.png
Robo Ky doesn't eat the shells
GGXXACPR Robo-Ky 6P-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
1st Hit

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

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).

6H
GGAC RoboKy 6H.png
Steam.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Level 1

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
  • 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
  • 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).

5D
GGAC RoboKy 5D.png
Great Dust!
GGXXACPR Robo-Ky 5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

No longer impossible to block.

  • Hits high.
  • Better range than f.s so difficult to punish by many on block at maximum range.
  • Try using a blocked 2H FRC to camouflage your attempt at sneaking in a 5D during the explosion .
  • A corner dust combo into a missile loop can do lots of damage and even potentially stun.
2P
GGAC RoboKy 2P.png
Good poke for smaller characters
GGXXACPR Robo-Ky 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

A decent short range poke.

  • Its primary use is to keep pressure after a c.S due to the fact that it is the only consistent normal Robo can chain into that is plus on block.
  • Because 2P is +3 on block you have a few options after a blocked 2P.
    • Chain into another c.S or 2K to maintain pressure.
    • Attempt a tick throw.
    • Frame trap with 5K, 5P, 5H, 2H.
  • Useful as a meaty against the characters that duck under 5P (Faust, Kliff, Zappa)

Supplementary Frame Data: Initial Prorate 85%.

2K
GGAC RoboKy 2K.png
Combo starter and evasion-based normal
GGXXACPR Robo-Ky 2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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).

2S
GGAC RoboKy 2S.png
Pew-Pew Eye Lasers!
GGXXACPR Robo-Ky 2S-1-Hitbox.png

1st Hit (Frames 10-12)

2nd Hit: Level 3
(Frames 13-15) Level 3

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal

Robo-Ky's actual sweep.

  • 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

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.

2H
GGAC RoboKy 2H.png
"HIDDEN ROCKET!" Anti Air.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal

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

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.

CH Robert 2H guide: https://www.youtube.com/watch?v=pjrk81E32R4

Supplementary Frame Data: Missile lands after 113F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 6.2 C on frame 1.

j.P
GGAC RoboKy jP.png
Surprisingly good air-to-air normal.
GGXXACPR Robo-Ky jP-1-Hitbox.png

Frames 7-10

GGXXACPR Robo-Ky jP-2-Hitbox.png

Frames 11-14

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

Probably Robo's best air to air normal.

  • Very fast with low recovery makes this a great air normal.
  • Jump and special cancellable and gatlings into all air normals including itself.
  • Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox.
j.K
GGAC RoboKy jK.png
Go to normal for Tiger Knee Force Break shenanigans.
GGXXACPR Robo-Ky-jK-1-Hitbox.png

Frames 7-9, 12, 15-16

GGXXACPR Robo-Ky-jK-2-Hitbox.png

Frames 10-11, 13-14, 17-18

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

Robo’s go to air combo starter.

  • Jump cancellable, special cancellable, and gatlings into all his other air normals.
  • Has similar uses as j.P but has longer active frames and a better horizontal hitbox.
  • Can be used as a jump in, but needs to hit pretty deep because it does not have a very good vertical hitbox.
  • From a TK FB, can be used in a very tricky mixup.
    • TK FB j.K for instant overhead.
    • TK FB whiff j.K land 5K for fake overhead low.
    • TK FB whiff j.K throw/command throw.
j.S
GGAC RoboKy jS.png
BANNED
GGXXACPR Robo-Ky jS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

This is his “big damage” air normal.

  • Jump cancellable, gatlings into j.P and j.H, and is special cancellable.
  • Is a pretty good air to ground, but has a blind spot along the shaft of the hammer.
  • Counterhit j.S gives a ground bounce that is easy to convert into big damage.

Supplementary Frame Data: Ground bounces and knocks down opponent on CH.

j.H
GGAC RoboKy jH.png
Alternative to j.D for ending air combos
GGXXACPR Robo-Ky jH-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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.

j.D
GGAC RoboKy jD.png
Inspector Gadget
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

An air normal that is generally used at the end of an air combo.

  • It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move.

Supplementary Frame Data: Untechable for 18F. .Hitstop 6F. (Untranslated).


Universal Mechanics

Throw
GGAC RoboKy throw.png
The Typical Tsundere Fan Slap
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

Above average ranged throw, converts with meter.

  • Robo has pretty good tick throw options off of 5K, 5P, and even 2K.
  • After landing a throw, Robo can decide to lay a mat and apply pressure or FRC into a combo.
  • In the corner with 75-100 meter, robo can instantly dizzy most of the cast.

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
GGAC RoboKy airThrow.png
DAME NINGEN
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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
GGAC RoboKy 5H.png
Sometimes you just gotta assert dominance
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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
Overheatexplosion.png
痛い
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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
GGAC RoboKy DelayedGetup.png
Might as well talk some shit while you're down there
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

Gives opponent a slight amount of tension and drains a slight amount of tension from Robo-Ky.

  • Use this to mess with opponent’s wakeup pressure.
  • Cannot be performed if Robo is hit otg.

Supplementary Frame Data: Delays wakeup for 58F. Robo-Ky loses 0.4% from Electricity Gauge, Opponent gains 2% Tension.

Gimmic-KY
2D
GGAC RoboKy 2D.png
You'd think he'd run on solar.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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.

Don't Get Coc-KY!
236S
GGAC RoboKy 236S.png
The Blockstun Rocket
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Level 1

Bazooka. Use this to keep your enemies in blockstun, works from knockdown, too.

  • +22, keeps the opponent grounded. Lets Robo Ky run his oki game.
  • As with most of the lvl 1 specials, it doesn’t see much as much use.
  • All versions: Can be low profiled, keep wary of characters who can go under it.
  • After a bazooka, use the block stun to lay a mat, set up a tick throw, go for frame traps, or go for a high/low situation off of a jump.

Supplementary Frame Data: 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

Significantly more plus than the Lvl 1 version due to an extra hit.

  • More time to run the oki gamut.
  • Range is not that great, so it won’t get much mileage if done from a blockstring.

Supplementary Frame Data: 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

Generally the go-to move after a knockdown.

  • Substantially plus, giving you plenty of time to run the mixup.
  • Longer range makes this more viable after a longer distance c.s or a f.s.
    • Avoid being made vulnerable to jump-outs after this.

Supplementary Frame Data: 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.

Fun-KY
214S
GGAC RoboKy 214S.png
Joust
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Level 1

Pony. Useful for pressure and combos.

  • Lvl 1 is of very little value. It is extremely slow on startup and has very little horizontal range.
  • Despite being +2, it's quite a risk to go for. Avoid it.

Supplementary Frame Data: Foot invincible and airborne from 7F onwards. Untechable for 18F. Immediately enters recovery animation on hit or block. Raises heat by 20.0 C on frame 1.

Level 2

Substantially better. Robo gains some actual momentum.

  • Lvl 2 can be used after c.S or on an opponent’s wakeup as a throw bait.
  • On Counter Hit, causes a ground slide that can combo into a Robodash.
  • At high heat, it can be looped on standing or aerial opponents for big damage.

Supplementary Frame Data: Foot invincible and airborne from 7F onwards. Immediately enters recovery animation on hit or block. Slides opponent on CH (untechable for 60F, slides for 37F).

Level 3

Far more dangerous.

  • Lvl 3 is plus on block, causes a launch on hit, and a wallbounce on counterhit.
    • If the opponent is too far away from the wall, they can tech before they get back to you.
  • Can be used after c.S or f.S to get in and reapply pressure along with baiting wakeup throws from opponents.
  • Works as a decent neutral tool, but if done too far away from the opponent, it’s not too difficult to slashback or counterpoke.
  • At 80+ heat, it can be looped for massive damage and a knockdown.

Supplementary Frame Data: Foot invincible and airborne from 7F onwards. Knocks down opponent on ground hit (untechable for 20F). Immediately enters recovery animation on hit or block. Wall bounches opponent on CH (untechable for 40F).

Hun-KY Homerun
623H
GGAC RoboKy 623H.png
Right outta da park
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground, Level 1

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

An actual Dragon Punch.

  • While this one does have invincibility, it does not have much horizontal range and is fairly easy to bait out.

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

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

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

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

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.

Jun-KY Bargain
j.236S
GGAC RoboKy j236S.png
From Limp to Stunning.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Level 1

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

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
  • 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
GGAC RoboKy 66X.png
A return to form, from a game that Robo-Ky wasn't even in
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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.

S-KY-line
63214K
GGAC RoboKy 63214K.png
Cop a feel
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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)


Force Breaks

Today's S-KY's Beautiful
j.214D
GGAC RoboKy j236D.png
Stormlockeable
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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).


Overdrives

What's Useless Will Always Be So
236236S, SSS...
GGAC RoboKy 236236S.png
I hate having to repeat myself, because it's useless.
GGAC RoboKy 236236S 2.png
Useless, useless, useless...!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Attack
236236S

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].

Whac-KY Blow
623H
GGAC RoboKy 623H 2.png
Super SRK
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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.

Ris-KY Lovers
236236P
GGAC RoboKy 236236P.png
Activate!
RoboKyloversexplosion.png
Hopefully you're near them when this happens.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Activate
236236P

Robo-Ky Firmware Patch. Strong buffing install super.

  • After activation, a countdown timer appears over Robo’s head and he moves faster and will naturally gain meter.
  • Generally speaking, this is an install super that has higher risk and lower rewards.
  • Many characters still have no problems outmaneuvering Robo even while in the install mode.
  • It is pretty common to see Robos use a FB right before exploding to try and catch or cross up the opponent.

Supplementary Frame Data: Robo-Ky enters Overclock mode on 10F.During Overclock mode, Electricity Gauge increaes 0.15% every frame.

Detonation

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.


Instant Kill

13 Luck-KY
236236H
GGAC RoboKy IK1.png
GGAC RoboKy IK2.png
Send out the mini-robo-army!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.

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.


Roadmap

Dustloop Wiki:Roadmap/GGACR


Navigation


Ambox notice.png 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.
Guilty Gear XX Accent Core Plus Re
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc