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{| class="wikitable" style="float:right; margin-left: 10px; width:400px" | {| class="wikitable" style="float:right; margin-left: 10px; width:400px" | ||
|- | |- | ||
! | ![[File:GGACR_Robo-Ky_Nameplate.png]] | ||
|- | |- | ||
|| | || | ||
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;Movement Options | ;Movement Options | ||
:Double Jump, 1 Air Dash, Dash Type: Run | :Double Jump, 1 Air Dash, Dash Type: Run | ||
{{GGACRColors|Character=Robo|Size=85px}} | {{GGACRColors|Character=Robo|Size=85px}} | ||
|} | |} | ||
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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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----- | ----- | ||
==== Electric Gauge ==== | ==== 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). | 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 {{clr|5|2D}} Mat move (His sweep is instead allocated to his {{clr|3|2S}}). | ||
For the following meter ranges, his specials are set to corresponding levels: | For the following meter ranges, his specials are set to corresponding levels: | ||
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Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C. | 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. | This gauge, representing heat, changes the properties of his {{clr|4|6H}}, {{clr|3|2S}} and {{clr|4|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. | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5P | |name={{clr|1|5P}} | ||
|image=GGAC_RoboKy_5P.png | |image=GGAC_RoboKy_5P.png | ||
|caption=ZA HANDO | |caption=ZA HANDO | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5K | |name={{clr|2|5K}} | ||
|image=GGAC_RoboKy_5K.png | |image=GGAC_RoboKy_5K.png | ||
|caption=Pestering Standing Low | |caption=Pestering Standing Low | ||
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The other go-to button for pressure. | The other go-to button for pressure. | ||
*Standing low, always a pain to deal with. | *Standing low, always a pain to deal with. | ||
*-4 on block, but links to 5P, which can set up tick throws | *-4 on block, but links to {{clr|1|5P}}, which can set up tick throws | ||
*Self cancelling. | *Self cancelling. | ||
*Spam it to try and get them to stand up, or just generally annoy them | *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. | *Jump cancel allows for an unreactable high/low mixup between another {{clr|2|5K}} or lvl 2/3 TK DP. | ||
*Because Robo does not have a 6K, he can press 6 K+H to option select throw. | *Because Robo does not have a {{clr|2|6K}}, he can press 6 K+H to option select throw. | ||
'''Supplementary Frame Data:''' ''Initial prorate 80%.'' | '''Supplementary Frame Data:''' ''Initial prorate 80%.'' | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=c.S | |name={{clr|3|c.S}} | ||
|image=GGAC_RoboKy_cS.png | |image=GGAC_RoboKy_cS.png | ||
|caption=Multipurpose normal. | |caption=Multipurpose normal. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Mainly used for pressure and combos. | Mainly used for pressure and combos. | ||
*Chain into 2P, f.S or ground/air missile for further lockdown/mixup options. | *Chain into {{clr|1|2P}}, {{clr|3|f.S}} or ground/air missile for further lockdown/mixup options. | ||
*Chains into both normals that give knockdown (2S and 6P). | *Chains into both normals that give knockdown ({{clr|3|2S}} and {{clr|1|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. | *On an already launched opponent, can be used in place of another {{clr|4|5H}} FRC on most characters (not Sol) to position them properly for an air combo. | ||
*Combos into 5D on counterhit. | *Combos into {{clr|5|5D}} on counterhit. | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=f.S | |name={{clr|3|f.S}} | ||
|image=GGAC_RoboKy_fS.png | |image=GGAC_RoboKy_fS.png | ||
|caption=Arms extend for a far poke. | |caption=Arms extend for a far poke. | ||
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*Lets Robo poke into mat for basic neutral. | *Lets Robo poke into mat for basic neutral. | ||
*Causes a slow, floaty, and convertable knockdown on Counter Hit | *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. | **Tends to trade in Robo's advantage. Loses combo opportunity, but has time to run in and {{clr|5|2D}}. | ||
*Can be late gatling canceled into a 5H FRC, 6H at 50+ heat, or into 2H to fish for a counterhit. | *Can be late gatling canceled into a {{clr|4|5H}} FRC, {{clr|4|6H}} at 50+ heat, or into {{clr|4|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.'' | '''Supplementary Frame Data:''' ''Initial Prorate 85%. Can chain into normal other than {{clr|1|5P}} or {{clr|1|2P}} (even on whiff) after 8F.'' | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|4|5H}} | ||
|image=GGAC_RoboKy_5H.png | |image=GGAC_RoboKy_5H.png | ||
|caption=The Clutchest | |caption=The Clutchest | ||
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{{Description|7|text= | {{Description|7|text= | ||
The blessing and the curse. | 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. | *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 {{clr|4|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. | *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. | *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. | *{{clr|4|5H}} FRC is a pretty important tool. It can be used for pressure strings and is the primary launcher off of {{clr|3|2S}} and a lvl 3 {{clr|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).'' | '''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).'' | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=6P | |name={{clr|1|6P}} | ||
|image=GGAC_RoboKy_6P.png | |image=GGAC_RoboKy_6P.png | ||
|caption=Robo Ky doesn't eat the shells | |caption=Robo Ky doesn't eat the shells | ||
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{{Description|8|text= | {{Description|8|text= | ||
The elbow shotgun. | The elbow shotgun. | ||
*Can be chained into itself up to 2 more times. Each 6P builds more heat than the previous in this chain. | *Can be chained into itself up to 2 more times. Each {{clr|1|6P}} builds more heat than the previous in this chain. | ||
*Pretty good horizontal range and can be used as a poke in neutral. | *Pretty good horizontal range and can be used as a poke in neutral. | ||
*Counterhit 6P can be confirmed into a combo near the corner. | *Counterhit {{clr|1|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. | *Has longer range than {{clr|3|2S}}, so can be used after a {{clr|3|c.S}} hits to give a knockdown at ranges {{clr|3|2S}} wouldn’t. It has a large amount of knockback, so your pressure options after the knockdown are different from a {{clr|3|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. | *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 {{clr|1|6P}}, then hit the opponent out of recovery with a chained second {{clr|1|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. | *If only a single {{clr|1|6P}} is done, it will give an untechable knockdown. This allows for {{clr|1|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. | *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. | ||
''' | '''Additional 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 {{clr|1|6P}} (2nd hit). Raises the temperature gauge by 10 C on 10F.'' | ||
}} | }} | ||
{{AttackVersion|name=2nd, 3rd Hit}} | {{AttackVersion|name=2nd, 3rd Hit}} | ||
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*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 | *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 | ||
''' | '''Additional 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).'' | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=6H | |name={{clr|4|6H}} | ||
|image=GGAC_RoboKy_6H.png | |image=GGAC_RoboKy_6H.png | ||
|caption=Steam. | |caption=Steam. | ||
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*Can be used to cancel out projectiles, although better options exist. | *Can be used to cancel out projectiles, although better options exist. | ||
''' | '''Additional 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}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
*Level 2 exists between 50-79 Heat. | *Level 2 exists between 50-79 Heat. | ||
*The most useful version of 6H. | *The most useful version of {{clr|4|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. | *Amazing as a meaty. If you do not have enough time to set a mat and bazooka, {{clr|4|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. | *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. | *Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out. | ||
''' | '''Additional 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}} | ||
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*Level 3 exists between 80-99 Heat. | *Level 3 exists between 80-99 Heat. | ||
*This is generally used for blockstrings and combos. | *This is generally used for blockstrings and combos. | ||
*The extended stagger on hit lets Robo do a damaging 6H loop while lowering his heat. | *The extended stagger on hit lets Robo do a damaging {{clr|4|6H}} loop while lowering his heat. | ||
*Still safe on block, but not advantageous like Lvl 2. | *Still safe on block, but not advantageous like Lvl 2. | ||
''' | '''Additional 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).'' | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack 5D] | |name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}] | ||
|image=GGAC_RoboKy_5D.png | |image=GGAC_RoboKy_5D.png | ||
|caption=Great Dust! | |caption=Great Dust! | ||
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*Hits high. | *Hits high. | ||
*Better range than f.s so difficult to punish by many on block at maximum range. | *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 . | *Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|5D}} during the explosion . | ||
*A corner dust combo into a missile loop can do lots of damage and even potentially stun. | *A corner dust combo into a missile loop can do lots of damage and even potentially stun. | ||
}} | }} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2P | |name={{clr|1|2P}} | ||
|image=GGAC_RoboKy_2P.png | |image=GGAC_RoboKy_2P.png | ||
|caption=Good poke for smaller characters | |caption=Good poke for smaller characters | ||
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{{Description|7|text= | {{Description|7|text= | ||
A decent short range poke. | 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. | *Its primary use is to keep pressure after a {{clr|3|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. | *Because {{clr|1|2P}} is +3 on block you have a few options after a blocked {{clr|1|2P}}. | ||
**Chain into another c.S or 2K to maintain pressure. | **Chain into another {{clr|3|c.S}} or {{clr|2|2K}} to maintain pressure. | ||
**Attempt a tick throw. | **Attempt a tick throw. | ||
**Frame trap with 5K, 5P, 5H, 2H. | **Frame trap with {{clr|2|5K}}, {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}. | ||
*Useful as a meaty against the characters that duck under 5P (Faust, Kliff, Zappa) | *Useful as a meaty against the characters that duck under {{clr|1|5P}} (Faust, Kliff, Zappa) | ||
'''Supplementary Frame Data:''' ''Initial Prorate 85%.'' | '''Supplementary Frame Data:''' ''Initial Prorate 85%.'' | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2K | |name={{clr|2|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 | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name={{clr|3|2S}} | ||
|image=GGAC_RoboKy_2S.png | |image=GGAC_RoboKy_2S.png | ||
|caption=Pew-Pew Eye Lasers! | |caption=Pew-Pew Eye Lasers! | ||
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{{Description|8|text= | {{Description|8|text= | ||
Robo-Ky's actual sweep. | Robo-Ky's actual sweep. | ||
*Cancel into 5H FRC on block or hit to stuff/continue pressure/BnB. | *Cancel into {{clr|4|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). | *Late {{clr|4|5H}} after a blocked {{clr|2|2K}}~{{clr|3|2S}} is a decent frame trap. If 5h counterhits and staggers, knockdown and keep annoying them. Subsequent attempts can be blocked {{clr|2|2K}} tick~command grab, blocked {{clr|2|2K}}~{{clr|3|2S}}~{{clr|5|2D}} and blocked {{clr|2|2K}}~{{clr|4|2H}} (FRC optional). | ||
*Cancel on hit into 2d for mat on knockdown and then okizeme. | *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! | *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.'' | '''Supplementary Frame Data:''' ''Knocks down opponent on hit. Hitstop 6F. Can cancel into {{clr|4|5H}} after 22F.'' | ||
}} | }} | ||
{{AttackVersion|name=Over 80% Heat}} | {{AttackVersion|name=Over 80% Heat}} | ||
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Robo-Ky's actual sweep but better. | 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. | *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. | *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 {{clr|4|5H}} FRC or the combo like you normally do in lower heat mode. | ||
*In 80+ heat, this move will give small amounts of meter. | *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. | *If the second hit counterhits, it gives an untechable launch that can lead to a massive combo. | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|4|2H}} | ||
|image=GGAC_RoboKy_2H.png | |image=GGAC_RoboKy_2H.png | ||
|caption="HIDDEN ROCKET!" Anti Air. | |caption="HIDDEN ROCKET!" Anti Air. | ||
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*Despite being negative on block, it can be used as a frame trap with the dragon punch. | *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. | *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. | *At close ranges, will combo from {{clr|3|2S}} on most characters. Use this opportunity to lay a mat or harass with more {{clr|4|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! | *After a blocked {{clr|2|2K}}, throw out a {{clr|4|2H}} every once in a while. The delay can catch people off guard. If they block both the {{clr|2|2K}} and {{clr|4|2H}}, try FRC'ing into a {{clr|5|5D}}! This is sneaky as the explosion from the knee rocket quasi-camouflages your {{clr|5|5D}}, and many times they'll still be blocking low as a result of you starting the whole process with a {{clr|2|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.'' | '''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|{{clr|4|2H}} Heat}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Buffed Projectile. | 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. | *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, {{clr|4|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. | *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. | *Fishing for a counterhit {{clr|4|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 | CH Robert {{clr|4|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.'' | '''Supplementary Frame Data:''' ''Missile lands after 113F. Missile disappears immediately if Robo-Ky is hit. Raises heat by 6.2 C on frame 1.'' | ||
Line 436: | Line 440: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.P | |name={{clr|1|j.P}} | ||
|image=GGAC_RoboKy_jP.png | |image=GGAC_RoboKy_jP.png | ||
|caption=Surprisingly good air-to-air normal. | |caption=Surprisingly good air-to-air normal. | ||
Line 459: | Line 463: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.K | |name={{clr|2|j.K}} | ||
|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. | ||
Line 476: | Line 480: | ||
Robo’s go to air combo starter. | Robo’s go to air combo starter. | ||
*Jump cancellable, special cancellable, and gatlings into all his other air normals. | *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. | *Has similar uses as {{clr|1|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. | *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. | *From a TK FB, can be used in a very tricky mixup. | ||
**TK FB j.K for instant overhead. | **TK FB {{clr|2|j.K}} for instant overhead. | ||
**TK FB whiff j.K land 5K for fake overhead low. | **TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low. | ||
**TK FB whiff j.K throw/command throw. | **TK FB whiff {{clr|2|j.K}} throw/command throw. | ||
}} | }} | ||
Line 488: | Line 492: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|3|j.S}} | ||
|image=GGAC_RoboKy_jS.png | |image=GGAC_RoboKy_jS.png | ||
|caption=BANNED | |caption=BANNED | ||
Line 501: | Line 505: | ||
{{Description|7|text= | {{Description|7|text= | ||
This is his “big damage” air normal. | This is his “big damage” air normal. | ||
*Jump cancellable, gatlings into j.P and j.H, and is special cancellable. | *Jump cancellable, gatlings into {{clr|1|j.P}} and {{clr|4|j.H}}, and is special cancellable. | ||
*Is a pretty good air to ground, but has a blind spot along the shaft of the hammer. | *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. | *Counterhit {{clr|3|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.'' | '''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.'' | ||
Line 510: | Line 514: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|4|j.H}} | ||
|image=GGAC_RoboKy_jH.png | |image=GGAC_RoboKy_jH.png | ||
|caption=Alternative to j.D for ending air combos | |caption=Alternative to {{clr|5|j.D}} for ending air combos | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_Robo-Ky_jH-Hitbox.png|center|175px]] | [[File:GGXXACPR_Robo-Ky_jH-Hitbox.png|center|175px]] | ||
Line 534: | Line 538: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.D | |name={{clr|5|j.D}} | ||
|image=GGAC_RoboKy_jD.png | |image=GGAC_RoboKy_jD.png | ||
|caption=Inspector Gadget | |caption=Inspector Gadget | ||
Line 564: | Line 568: | ||
{{Description|7|text= | {{Description|7|text= | ||
Above average ranged throw, converts with meter. | Above average ranged throw, converts with meter. | ||
*Robo has pretty good tick throw options off of 5K, 5P, and even 2K. | *Robo has pretty good tick throw options off of {{clr|2|5K}}, {{clr|1|5P}}, and even {{clr|2|2K}}. | ||
*After landing a throw, Robo can decide to lay a mat and apply pressure or FRC into a combo. | *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. | *In the corner with 75-100 meter, robo can instantly dizzy most of the cast. | ||
Line 649: | Line 653: | ||
{{MoveData | {{MoveData | ||
|name=Gimmic-KY | |name=Gimmic-KY | ||
|input=2D | |input={{clr|5|2D}} | ||
|image=GGAC_RoboKy_2D.png | |image=GGAC_RoboKy_2D.png | ||
|caption=You'd think he'd run on solar. | |caption=You'd think he'd run on solar. | ||
Line 670: | Line 674: | ||
{{MoveData | {{MoveData | ||
|name=Don't Get Coc-KY! | |name=Don't Get Coc-KY! | ||
|input=236S | |input={{clr|3|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 683: | ||
{{#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 693: | Line 718: | ||
{{MoveData | {{MoveData | ||
|name=Fun-KY | |name=Fun-KY | ||
|input=214S | |input={{clr|3|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 727: | ||
{{#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 {{clr|3|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 {{clr|3|c.S}} or {{clr|3|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 | ||
|name=Hun-KY Homerun | |name=Hun-KY Homerun | ||
|input=623H | |input={{clr|4|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 772: | ||
{{#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 | ||
|name=Jun-KY Bargain | |name=Jun-KY Bargain | ||
|input=j.236S | |input={{clr|3|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 842: | ||
{{#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 880: | ||
|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 887: | ||
{{!}}- | {{!}}- | ||
{{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 | ||
|name=S-KY-line | |name=S-KY-line | ||
|input=63214K | |input={{clr|2|63214K}} | ||
|image=GGAC_RoboKy_63214K.png | |image=GGAC_RoboKy_63214K.png | ||
|caption=Cop a feel | |caption=Cop a feel | ||
Line 791: | Line 912: | ||
*Deals a floaty knockdown, giving Robo plenty of time for a set up. | *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. | *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. | *Using the fact that {{clr|5|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. | *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. | *The throw invincibility frames on startup (frames 1-7) helps with the throw setups on opponents wake up after their throw invul period passes. | ||
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{{MoveData | {{MoveData | ||
|name=Today's S-KY's Beautiful | |name=Today's S-KY's Beautiful | ||
|input=j.214D | |input={{clr|5|j.214D}} | ||
|image=GGAC_RoboKy_j236D.png | |image=GGAC_RoboKy_j236D.png | ||
|caption=Stormlockeable | |caption=Stormlockeable | ||
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{{MoveData | {{MoveData | ||
|name=What's Useless Will Always Be So | |name=What's Useless Will Always Be So | ||
|input=236236S, SSS... | |input={{clr|3|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 861: | Line 982: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=Whac-KY Blow | |name=Whac-KY Blow | ||
|input=623H | |input={{clr|4|623H}} | ||
|image=GGAC_RoboKy_623H_2.png | |image=GGAC_RoboKy_623H_2.png | ||
|caption=Super SRK | |caption=Super SRK | ||
Line 887: | Line 1,009: | ||
{{MoveData | {{MoveData | ||
|name=Ris-KY Lovers | |name=Ris-KY Lovers | ||
|input=236236P | |input={{clr|1|236236P}} | ||
|image=GGAC_RoboKy_236236P.png | |image=GGAC_RoboKy_236236P.png | ||
|caption=Activate! | |caption=Activate! | ||
Line 908: | Line 1,030: | ||
}} | }} | ||
{{AttackVersion|name=Detonation}} | {{AttackVersion|name=Detonation}} | ||
{{#lsth:GGACR/Robo-Ky/Data|236236P Explosion}} | {{#lsth:GGACR/Robo-Ky/Data|{{clr|1|236236P}} Explosion}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 924: | Line 1,046: | ||
{{MoveData | {{MoveData | ||
|name=13 Luck-KY | |name=13 Luck-KY | ||
|input=236236H | |input={{clr|4|236236H}} | ||
|image=GGAC_RoboKy_IK1.png | |image=GGAC_RoboKy_IK1.png | ||
|image2=GGAC_RoboKy_IK2.png | |image2=GGAC_RoboKy_IK2.png | ||
Line 938: | Line 1,060: | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
== Notable Players == | |||
{| class="wikitable" | |||
!width="95"|Name (English/Japanese) !! width="85"|Color | |||
!width="125"|Location !! Common<br>Venues !! Contact !! Status !! Notes !! Example Play | |||
|- | |||
| Dogura || style="text-align:center;"| [[File:Robo_normal_h.png|enter|90px]] | |||
| Japan || Mikado || - || Retired || Master of subs. Can and will disrespect at any given opportunity || [https://youtu.be/TApB{{clr|3|0S}}raydY Link] | |||
|- | |||
| GAKU || style="text-align:center;"| [[File:Robo_normal_d.png|enter|90px]] | |||
| Japan || Mikado || - || Retired to Xrd|| - || [https://youtu.be/OM_S0VIWJNo Link] | |||
|} | |||
==[[Dustloop_Wiki:Roadmap/GGACR#Robo-Ky|Roadmap]]== | |||
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Robo}} | |||
==Navigation== | ==Navigation== |
Revision as of 23:39, 15 February 2020
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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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Dogura | enter | Japan | Mikado | - | Retired | Master of subs. Can and will disrespect at any given opportunity | 0SraydY Link |
GAKU | enter | Japan | Mikado | - | Retired to Xrd | - | Link |
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 •