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{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
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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 863: | 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 893: | Line 980: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
Line 970: | Line 1,058: | ||
}} | }} | ||
<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
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