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|image=GGAC_RoboKy_5P.png | |image=GGAC_RoboKy_5P.png | ||
|caption=ZA HANDO | |caption=ZA HANDO | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.'' | '''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_5P-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_5K.png | |image=GGAC_RoboKy_5K.png | ||
|caption=Pestering Standing Low | |caption=Pestering Standing Low | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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'''Supplementary Frame Data:''' ''Initial prorate 80%.'' | '''Supplementary Frame Data:''' ''Initial prorate 80%.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_5P-1-Hitbox.png|Frames 5-6 | |||
GGXXACPR_Robo-Ky_5P-2-Hitbox.png|Frames 7-9 | |||
GGXXACPR_Robo-Ky_5P-3-Hitbox.png|Frames 10-11 | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_cS.png | |image=GGAC_RoboKy_cS.png | ||
|caption=Multipurpose normal. | |caption=Multipurpose normal. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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*Combos into {{clr|5|5D}} on counterhit. | *Combos into {{clr|5|5D}} on counterhit. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_cS-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_fS.png | |image=GGAC_RoboKy_fS.png | ||
|caption=Arms extend for a far poke. | |caption=Arms extend for a far poke. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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'''Supplementary Frame Data:''' ''Initial Prorate 85%. Can chain into normal other than {{clr|1|5P}} or {{clr|1|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.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_fS-1-Hitbox.png|Frames 10-11 | |||
GGXXACPR_Robo-Ky_fS-2-Hitbox.png|Frames 12-14 | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_5H.png | |image=GGAC_RoboKy_5H.png | ||
|caption=The Clutchest | |caption=The Clutchest | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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'''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).'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_5H-1-Hitbox.png|Frames 5-7 | |||
GGXXACPR_Robo-Ky_5H-2-Hitbox.png|Frames 8-11 | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|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 | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
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'''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).'' | '''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).'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_6P-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_5D.png | |image=GGAC_RoboKy_5D.png | ||
|caption=Great Dust! | |caption=Great Dust! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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*Try using a blocked {{clr|4|2H}} FRC to camouflage your attempt at sneaking in a {{clr|5|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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_5D-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_2P.png | |image=GGAC_RoboKy_2P.png | ||
|caption=Good poke for smaller characters | |caption=Good poke for smaller characters | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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'''Supplementary Frame Data:''' ''Initial Prorate 85%.'' | '''Supplementary Frame Data:''' ''Initial Prorate 85%.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_2P-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_2K.png | |image=GGAC_RoboKy_2K.png | ||
|caption=Combo starter and evasion-based normal | |caption=Combo starter and evasion-based normal | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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'''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).'' | '''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).'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_2K-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_2S.png | |image=GGAC_RoboKy_2S.png | ||
|caption=Pew-Pew Eye Lasers! | |caption=Pew-Pew Eye Lasers! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
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'''Supplementary Frame Data:''' ''1st hit knocks down opponent on hit. 2nd hit launches opponent (untechable for 34F). 1st hit has hitstop 6F. Raises heat by 2.4 C on frame 1.'' | '''Supplementary Frame Data:''' ''1st hit knocks down opponent on hit. 2nd hit launches opponent (untechable for 34F). 1st hit has hitstop 6F. Raises heat by 2.4 C on frame 1.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_2S-1-Hitbox.png|1st Hit (Frames 10-12) | |||
GGXXACPR_Robo-Ky_2S-2-Hitbox.png|2nd Hit: Level 3<br>(Frames 13-15) | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_jP.png | |image=GGAC_RoboKy_jP.png | ||
|caption=Surprisingly good air-to-air normal. | |caption=Surprisingly good air-to-air normal. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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*Jump and special cancellable and gatlings into all air normals including itself. | *Jump and special cancellable and gatlings into all air normals including itself. | ||
*Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox. | *Unfortunately, does not function as a good air to ground due to the lack of a good vertical hitbox. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_jP-1-Hitbox.png|Frames 7-10 | |||
GGXXACPR_Robo-Ky_jP-2-Hitbox.png|Frames 11-14 | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|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. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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**TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low. | **TK FB whiff {{clr|2|j.K}} land {{clr|2|5K}} for fake overhead low. | ||
**TK FB whiff {{clr|2|j.K}} throw/command throw. | **TK FB whiff {{clr|2|j.K}} throw/command throw. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_jK-1-Hitbox.png|Frames 7-9, 12, 15-16 | |||
GGXXACPR_Robo-Ky_jK-2-Hitbox.png|Frames 10-11, 13-14, 17-18 | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_jS.png | |image=GGAC_RoboKy_jS.png | ||
|caption=BANNED | |caption=BANNED | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.'' | '''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_jS-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
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|image=GGAC_RoboKy_jH.png | |image=GGAC_RoboKy_jH.png | ||
|caption=Alternative to {{clr|5|j.D}} for ending air combos | |caption=Alternative to {{clr|5|j.D}} for ending air combos | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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'''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.'' | '''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.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_jH-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} |
Revision as of 02:05, 14 April 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
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Throw |
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Air Throw |
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Dead Angle Attack |
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Special Moves
Overheat Explosion |
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Delayed Getup knocked down > P+K |
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Gimmic-KY 2D |
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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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S-KY-line 63214K |
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Force Breaks
Today's S-KY's Beautiful j.214D |
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Overdrives
What's Useless Will Always Be So 236236S, SSS... |
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Whac-KY Blow 623H |
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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 •