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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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{{!}}- | {{!}}- | ||
{{AttackVersion|name=1st Hit}} | {{AttackVersion|name=1st Hit}} | ||
{{#lsth:GGACR/Robo-Ky/Data | {{#lsth:GGACR/Robo-Ky/Data|6P (1)}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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*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}} | ||
{{#lsth:GGACR/Robo-Ky/Data | {{#lsth:GGACR/Robo-Ky/Data|6P (2-3)}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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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 | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{#lsth:GGACR/Robo-Ky/Data | {{#lsth:GGACR/Robo-Ky/Data|6H Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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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}} | ||
{{#lsth:GGACR/Robo-Ky/Data | {{#lsth:GGACR/Robo-Ky/Data|6H Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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*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. | *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}} | ||
{{#lsth:GGACR/Robo-Ky/Data | {{#lsth:GGACR/Robo-Ky/Data|6H Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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*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 | ||
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}} | }} | ||
{{AttackVersion|name=Over 80% Heat}} | {{AttackVersion|name=Over 80% Heat}} | ||
{{#lsth:GGACR/Robo-Ky/Data | {{#lsth:GGACR/Robo-Ky/Data|2S Heat}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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|- | |- | ||
| Dogura || style="text-align:center;"| [[File:Robo_normal_h.png|enter|90px]] | | Dogura || style="text-align:center;"| [[File:Robo_normal_h.png|enter|90px]] | ||
| Japan || Mikado || - || Retired || | | 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]] | | GAKU || style="text-align:center;"| [[File:Robo_normal_d.png|enter|90px]] |
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 •