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! | ![[File:GGACR_Robo-Ky_Nameplate.png]] | ||
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Robo has the potential to be a tricky and damaging character once you become strong at managing his resources. | Robo has the potential to be a tricky and damaging character once you become strong at managing his resources. | ||
{{StrengthsAndWeaknesses| | {{StrengthsAndWeaknesses | ||
*High defense and very difficult to stun. | | intro = {{Character Label|GGACR|Robo-Ky|24px}} plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems. | ||
*High stun potential in the corner from various starters, with meter. | | pros = | ||
*One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure. | * High defense and very difficult to stun. | ||
*Is heavily rewarded for instant blocking. | * High stun potential in the corner from various starters, with meter. | ||
*Good at controlling a large air space in front of him, restricting the opponent’s movement. | * One of two characters that can delay their wakeup, forcing the opponent to adjust the timing of their pressure. | ||
*At high meter has one of the best dragon punches in the game. | * Is heavily rewarded for instant blocking. | ||
*Strong tick throw and frame trap game. | * 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. | | cons = | ||
*5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game. | * Meter dependence on special moves makes him vulnerable at round start in some matchups. | ||
*Low average damage off random hits. His big burst damage combos generally leave him with no resources and very high heat. | * 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game. | ||
*No real means of securing a knockdown from an air combo. | * Low average damage off random hits. His big burst damage combos generally leave him with no resources and very high heat. | ||
*High heat (80+) can lock Robo out of certain tools out of fear of overheating. | * No real means of securing a knockdown from an air combo. | ||
*Can be locked out of combo routes due to having too much meter. Requires improvisation to convert based on available meter and current heat. | * High heat (80+) can lock Robo out of certain tools out of fear of overheating. | ||
*Has few opportunities to lock the opponent down to safely use his high/low tools. | * 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. | |||
}} | }} | ||
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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. | 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 | *30-49 heat, 30 is the lowest default value of heat | ||
*50-79 heat | *50-79 heat | ||
*80-99 heat | *80-99 heat | ||
*At 100 heat, | *At 100 heat, Robo-ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30. | ||
Line 672: | 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 679: | 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= | ||
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 695: | 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 702: | 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 716: | 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 723: | 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 746: | 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 753: | 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 767: | 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 774: | 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 781: | 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 787: | Line 906: | ||
{{#lsth:GGACR/Robo-Ky/Data|63214K}} | {{#lsth:GGACR/Robo-Ky/Data|63214K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
The meter stealing command throw. | |||
*Deals a floaty knockdown, giving Robo plenty of time for a set up. | |||
*Does a number of hits based on how much meter you steal from the opponent. At lower hits, it is possible to follow up with a meterless air combo. | |||
*Using the fact that 2D also gives the opponent meter, you can use this to get max hits on the command throw even if the opponent doesn’t have enough meter to steal initially. | |||
*On certain characters, Robo can combo 5k c.s 6p for some additional damage after a full hit command throw. | |||
*The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes. | |||
'''Supplementary Frame Data:''' ''Forced Prorate 70%. Robo-Ky is in CH state 1-7F. Costs 10% of Electrcity Gauge. Electricity Gauge increases at most 50%, depending on how much Tension the opponent has. Opponent loses at most 25% Tension. Throw invincibility 1-7F. (Untranslated)'' | |||
}} | }} | ||
}} | }} | ||
Line 798: | 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 813: | Line 950: | ||
|input=236236S, SSS... | |input=236236S, SSS... | ||
|image=GGAC_RoboKy_236236S.png | |image=GGAC_RoboKy_236236S.png | ||
|caption= | |caption=I hate having to repeat myself, because it's useless. | ||
|image2=GGAC_RoboKy_236236S_2.png | |image2=GGAC_RoboKy_236236S_2.png | ||
|caption2= | |caption2=Useless, useless, useless...! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
Line 822: | 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 833: | 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}} | ||
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{{!}}- | {{!}}- | ||
{{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 | ||
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{{#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 | ||
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}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==[[Dustloop_Wiki:Roadmap/GGACR#Robo-Ky|Roadmap]]== | |||
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Robo}} | |||
==Navigation== | ==Navigation== |
Revision as of 00:05, 8 December 2019
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.
Robo-Ky Robo-Ky plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems.
- 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 | |
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{{#evt: service=youtube |
id=https://youtu.be/o8jxv0ySFNc
}} |
Normal Moves
5K |
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The other go-to button for pressure.
Supplementary Frame Data: Initial prorate 80%. |
c.S |
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Mainly used for pressure and combos.
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f.S |
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Robo's most consistent long ranged poke.
Supplementary Frame Data: Initial Prorate 85%. Can chain into normal other than 5P or 2P (even on whiff) after 8F. |
5H |
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The blessing and the curse.
Supplementary Frame Data: Stagger on ground CH (max: 62F). Untechable on air hit for 24F. FRC timing frames 5-8. Staggers opponent on CH (max 47F). |
6P |
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6H |
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5D |
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No longer impossible to block.
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2P |
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A decent short range poke.
Supplementary Frame Data: Initial Prorate 85%. |
2K |
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The move everyone seems to hate.
Supplementary Frame Data: Low Profile 7-22F. Initial Prorate 85%. In CH State during recovery. Raises heat by 3.6 C on frame 1, followed by 2 increases of 3.6 C every 3 frames. (total temperature decrease of 10.8 C). |
2S |
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2H |
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j.P |
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Probably Robo's best air to air normal.
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j.K |
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Robo’s go to air combo starter.
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j.S |
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This is his “big damage” air normal.
Supplementary Frame Data: Ground bounces and knocks down opponent on CH. |
j.H |
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A good air to air normal.
Supplementary Frame Data: Untechable for 20F. Wall sticks opponent on CH (untechable for 108F, sticks for 27F). Robo-Ky is in CH state 1-33F. Raises heat by 21.6 C on frame 1. |
j.D |
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An air normal that is generally used at the end of an air combo.
Supplementary Frame Data: Untechable for 18F. .Hitstop 6F. (Untranslated). |
Universal Mechanics
Throw |
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Above average ranged throw, converts with meter.
Supplementary Frame Data: Forced Prorate 50%. Ground bounces and knocks down opponent on hit. Ground bounces higher on CH. FRC Timing 59-60F. |
Air Throw |
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Due to the fact that Robo lacks standard anti-air options, jumping up to instant block jump ins and punish with air throw is a decent option. Supplementary Frame Data: Forced Prorate 50%. Knocks down opponent on hit. |
Dead Angle Attack |
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Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner. Supplementary Frame Data: Fully Invincible 1-10F. Blowback and wall bounce on hit (untechable for 28F). Initial Prorate 50%. |
Special Moves
Overheat Explosion |
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Mostly a bad thing. Try to manage heat, so that you don’t overheat.
Supplementary Frame Data: This attack hits only Robo-Ky and not the opponent. Untechable for 60F. Initial Prorate 50% for the opponent. Resets heat to 30.0 C afterwards. |
Delayed Getup knocked down > P+K |
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Gimmic-KY 2D |
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The meter mat. You're gonna be throwing this puppy out a lot.
Supplementary Frame Data: Robo-Ky is in crouching state during move. From frame 9 on, mat will be layed, even if Robo-Ky is hit. (Untranslated). Staying above the mat raises Robo-Ky's Electricity Gauge by 0.3% every frame, TG by 0.1% per frame. |
Don't Get Coc-KY! 236S |
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Fun-KY 214S |
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Hun-KY Homerun 623H |
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Jun-KY Bargain j.236S |
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Spi-KY Running > P/K/S/H |
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Strong, invincible dash attack which is very difficult to contest.
Supplementary Frame Data: Upper body invincible 5-8F. Fully invincible 9-18F. Floats and knocks down opponent on hit. Wall bounces and knocks down opponent on CH. FRC Timing 9-11F. On block, performs a special recovery animation (total animation length: 18F). Frames 1-5 of the recovery animation are invincible to strikes. Increases temperature gauge by 4.5 C on 1F. Robo-Ky must run for at least 20F before he can use this attack. On hit, enters a power-up stance. Power-up statnce is fully invincible 1-26F. Power-up stance can be cancelled into any action other than blocking or moving from 2F onwards. Power-up stance increases the Eletricity Gauge by 2.5% every 2 frames from 26-72F. |
S-KY-line 63214K |
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The meter stealing command throw.
Supplementary Frame Data: Forced Prorate 70%. Robo-Ky is in CH state 1-7F. Costs 10% of Electrcity Gauge. Electricity Gauge increases at most 50%, depending on how much Tension the opponent has. Opponent loses at most 25% Tension. Throw invincibility 1-7F. (Untranslated) |
Force Breaks
Today's S-KY's Beautiful j.214D |
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Fast air mobility tool which can keep you low to the ground.
Supplementary Frame Data: Can be steered from 1F onwards. Can cancel into any action other than blocking, jumping, or air dashing from 2F onwards. Restores jump options. Decreases heat by 9.0 C on frame 1, followed by 6 decreases of 0.9 C every 6 frames (total temperature decrease of 18.9 C). |
Overdrives
What's Useless Will Always Be So 236236S, SSS... |
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Whac-KY Blow 623H |
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Unique super, in the aspect that it will consume 50% meter if that is all that is available, but will take 60% meter in all other cases.
Supplementary Frame Data: Fully invincible 1-9F. Strike invincible 10-69F. Wall bounces and knocks down opponent on hit. Opponent's inputs are disabled for 5 frames after the super flash. Robo-Ky is in CH state until landing. |
Ris-KY Lovers 236236P |
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Instant Kill
13 Luck-KY 236236H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •