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{| | {{InvisibleHeader}}{{NavTabs|game=GGACR|chara=Robo-Ky|forums=http://www.dustloop.com/forums/index.php?/forums/forum/26-robo-ky/}} | ||
| | ======<span style="visibility:hidden;font-size:0">overview</span>====== | ||
{{FlexContainer}} | |||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | |||
{{FP Box | |||
|header=Overview | |||
|content=Robot. Ky. Gimmic-ky. | |||
< | |||
{{ | |||
< | |||
Robot. Ky. Gimmic-ky. | |||
Ky's | 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 has the potential to be a tricky and damaging character once you become strong at managing his resources. | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = {{Character Label|GGACR|Robo-Ky|24px}} plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems. | | intro = {{Character Label|GGACR|Robo-Ky|24px}} plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems. | ||
Line 29: | Line 16: | ||
* High stun potential in the corner from various starters, with meter. | * 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. | * 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. | * Is heavily rewarded for instant blocking as he gains meter quickly from it compared to other characters. | ||
* Good at controlling a large air space in front of him, restricting the opponent’s movement. | * Good at controlling a large air space in front of him, restricting the opponent’s movement. | ||
* At high meter has one of the best | * At high meter has one of the best DP anti-airs in the game. | ||
* Strong tick throw and frame trap game. | * Strong tick throw and frame trap game. | ||
| cons = | | cons = | ||
* Meter dependence on special moves makes him vulnerable at round start in some matchups. | * Meter dependence on special moves makes him vulnerable at round start in some matchups, and overally very resource intensive. | ||
* 5 frame jump startup combined with a low jump height makes him one of the least mobile characters in the game. | * 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. | * Low average damage off random hits on top of limited gatling routes with unconventional normals. 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. | * 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. | * High heat (80+) can lock Robo out of certain tools out of fear of overheating. | ||
Line 42: | Line 29: | ||
* Has few opportunities to lock the opponent down to safely use his high/low tools. | * Has few opportunities to lock the opponent down to safely use his high/low tools. | ||
}} | }} | ||
| subheader1=Electric Gauge | |||
= | | content2=[[File:GGACR Robo-Ky Meter.png|right|thumb|Robo-Ky's Electric and Heat Gauges]] | ||
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}}). | |||
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: | For the following meter ranges, his specials are set to corresponding levels: | ||
Line 53: | Line 38: | ||
*5-10 bars = Lvl 3 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. | Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses. | ||
| subheader2=Heat Gauge | |||
| content3=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 {{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. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard! | |||
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. | 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 | ||
Line 63: | Line 47: | ||
*80-99 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. | *At 100 heat, Robo-ky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30. | ||
}} | }} | ||
|} | {{FP Box|header=Guilty Bits Character Intro | ||
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|o8jxv0ySFNc|450}}{{Closediv}}{{Closediv}} | |||
{{#lst: | }} | ||
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{{FP TOC|game=GGACR}} | |||
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| padding=no | |||
| content={{CharaInfo | |||
| game=GGACR | |||
| fullname=Robo-Ky | |||
| nameplate=yes | |||
| defense = {{#lst:{{PAGENAME}}/Data|defense}} | |||
| guts = {{#lst:{{PAGENAME}}/Data|guts}} | |||
| weight = {{#lst:{{PAGENAME}}/Data|weight}} | |||
| stunres = {{#lst:{{PAGENAME}}/Data|stunres}} | |||
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}} | |||
| wakeup = {{#lst:{{PAGENAME}}/Data|wakeup}} | |||
| movement = {{#lst:{{PAGENAME}}/Data|movement}} | |||
| colors=yes | |||
| colorsize=100 | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX SECTION--> | |||
{{Closediv}} | |||
== Normal Moves == | == Normal Moves == | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5P | |name={{clr|1|5P}} | ||
|image=GGAC_RoboKy_5P.png | |image=GGAC_RoboKy_5P.png | ||
|caption=ZA HANDO | |caption=ZA HANDO | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 101: | Line 95: | ||
'''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> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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 | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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%.'' | ||
<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> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|c.S}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_cS-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|f.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 176: | Line 163: | ||
*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.'' | ||
<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> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|4|5H}} | ||
|image=GGAC_RoboKy_5H.png | |image=GGAC_RoboKy_5H.png | ||
|caption=The Clutchest | |caption=The Clutchest | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{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).'' | ||
<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> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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 | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=1st Hit}} | {{AttackVersion|name=1st Hit}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|6P (1)}} | ||
{{!}}- | {{!}}- | ||
{{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}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|6P (2-3)}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 241: | Line 227: | ||
*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).'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_6P-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=6H | |name={{clr|4|6H}} | ||
|image=GGAC_RoboKy_6H.png | |image=GGAC_RoboKy_6H.png | ||
|caption=Steam. | |caption=Steam. | ||
Line 253: | Line 242: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|6H Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 261: | Line 250: | ||
*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}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|6H Lv2}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
*A blockstring like 2k, {{clr|4|6H}}, run up, command grab is particularly effective. On subsequent attempts you can substitute in a Ground Bazooka instead of the command grab. | |||
''' | '''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}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|6H Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
*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 (run, 5p, {{clr|4|6H}}, repeat) while lowering his heat. If you FRC one of the Level 3 steams early on, you will have more time to land additional hits of the loop in high 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! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 305: | Line 293: | ||
*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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_5D-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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 | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2P}} | ||
{{!}}- | {{!}}- | ||
{{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%.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_2P-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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 | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 357: | Line 344: | ||
'''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> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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! | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{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}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|2S Heat}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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. | ||
'''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> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|4|2H}} | ||
|image=GGAC_RoboKy_2H.png | |image=GGAC_RoboKy_2H.png | ||
|caption="HIDDEN ROCKET!" | |caption="HIDDEN ROCKET!" anti-air. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 418: | Line 404: | ||
*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}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|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 438: | Line 424: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.P | |name={{clr|1|j.P}} | ||
|image=GGAC_RoboKy_jP.png | |image=GGAC_RoboKy_jP.png | ||
|caption= | |caption=This way! (Like how the original does it) | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 457: | Line 437: | ||
*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> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | ||
<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> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|3|j.S}} | ||
|image=GGAC_RoboKy_jS.png | |image=GGAC_RoboKy_jS.png | ||
|caption=BANNED | |caption=BANNED | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{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.'' | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXXACPR_Robo-Ky_jS-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|4|j.H}} | ||
|image=GGAC_RoboKy_jH.png | |image=GGAC_RoboKy_jH.png | ||
|caption= | |caption="Hot" alternative to {{clr|5|j.D}} for ending air combos | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 532: | Line 509: | ||
'''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> | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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 when he laughs at you | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
An air normal that is generally used at the end of an air combo. | An air normal that is generally used at the end of an air combo. | ||
*It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. | *It can also be used in neutral to slow his descent, as he gets a slight upward momentum while he does the move. | ||
*If you end a combo that allows your opponent to air-tech, you can attempt to punish by superjumping in the expected direction and using {{clr|5|j.D}}. | |||
'''Supplementary Frame Data:''' ''Untechable for 18F. .Hitstop 6F. (Untranslated).'' | '''Supplementary Frame Data:''' ''Untechable for 18F. .Hitstop 6F. (Untranslated).'' | ||
Line 562: | Line 543: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{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 578: | Line 559: | ||
|name=Air Throw | |name=Air Throw | ||
|image=GGAC_RoboKy_airThrow.png | |image=GGAC_RoboKy_airThrow.png | ||
|caption= | |caption=DA'ME NINGEN (NO GOOD HUMAN) | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 598: | Line 579: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|DAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 617: | Line 598: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Overheat}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 627: | Line 608: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
Line 637: | Line 617: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Delayed Wakeup}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 647: | Line 627: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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, but he's just that tired. | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 668: | Line 647: | ||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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=The Blockstun | |caption=The Blockstun Bazooka | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR|version=yes}} | {{AttackDataHeader-GGACR|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236S Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Bazooka. Use this to keep your enemies in blockstun, works from knockdown, too. | Bazooka. Use this to keep your enemies in blockstun, works from knockdown, too. | ||
*+22, keeps the opponent grounded. | *+22, keeps the opponent grounded. Let's Robo-Ky run his oki game. | ||
*As with most of the lvl 1 specials, it doesn’t see much as much use. | *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. | *''All versions:'' Can be low profiled, keep wary of characters who can go under it. | ||
Line 691: | Line 669: | ||
}} | }} | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236S Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236S Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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{{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=Joust | |caption=Joust | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214S Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214S Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Substantially better. Robo gains some actual momentum. | Substantially better. Robo gains some actual momentum. | ||
*Lvl 2 can be used after c.S or on an opponent’s wakeup as a throw bait. | *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. | *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. | *At high heat, it can be looped on standing or aerial opponents for big damage. | ||
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}} | }} | ||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214S Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 750: | Line 728: | ||
*Lvl 3 is plus on block, causes a launch on hit, and a wallbounce on counterhit. | *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. | **If the opponent is too far away from the wall, they can tech before they get back to you. | ||
*Can be used after c.S or f.S to get in and reapply pressure along with baiting wakeup throws from opponents. | *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. | *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. | *At 80+ heat, it can be looped for massive damage and a knockdown. | ||
*Has the ability to cross over a downed opponent's body. This can lead to many different potential mixups as opponent is waking up. | |||
'''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).'' | '''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).'' | ||
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{{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=Right outta da park | |caption=Right outta da park | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground, Level 1}} | {{AttackVersion|name=Ground, Level 1}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|623H Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Ground, Level 2}} | {{AttackVersion|name=Ground, Level 2}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|623H Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Ground, Level 3}} | {{AttackVersion|name=Ground, Level 3}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|623H Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Air, Level 1}} | {{AttackVersion|name=Air, Level 1}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.623H Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Air, Level 2}} | {{AttackVersion|name=Air, Level 2}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.623H Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Air, Level 3}} | {{AttackVersion|name=Air, Level 3}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.623H Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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=From Limp to Stunning. | |caption=From Limp to Stunning. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236S Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236S Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236S Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|66X}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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 | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|63214K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
The meter stealing command throw. | The meter stealing command throw. | ||
*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 (Examples: Running empty j.p over their body, land, low. Running empty j.p over their body, air backdash, j.SRK. Superjump vertically/diagonally over their body to the other side, land, 5k, Punch Spam super.) | ||
*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= | |caption=Stormlockable | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Fast air mobility tool which can keep you low to the ground. | Fast air mobility tool which can keep you low to the ground. | ||
*Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. | *Has potential for really tricky mixups, but the initial meter cost can be pretty penalizing on the potential combo routes following the hit. | ||
*Reduces heat, so can be used to prevent overheating or to manage heat during an air combo. | *Reduces heat, so can be used to prevent overheating or to manage heat during an air combo. | ||
*Generally seen most frequently during the install super to try and catch the opponent right before the super explosion. | *Generally seen most frequently during the install super to try and catch the opponent right before the super explosion. | ||
*Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. | *Its uses as an instant overhead tool seem to have depreciated due to the fact that the air version of the DP is also an overhead. This will generally more reliably combo into a knockdown though. | ||
*Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one) | *Situational uses as an air combo extension tool due to the fact that it gives back an air option (if it’s used before the air option is used, it will not give an additional one). | ||
*Can be utilized after confirming a high heat air to air hit to tack on a little extra damage. | |||
'''Supplementary Frame Data:''' ''Can be steered from 1F onwards. Can cancel into any action other than blocking | '''Supplementary Frame Data:''' ''Can be steered from 1F onwards. Can cancel into any action other than blocking or jumping 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).'' | ||
}} | }} | ||
}} | }} | ||
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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=I hate having to repeat myself, because it's useless. | |caption=I hate having to repeat myself, because it's useless. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack|subtitle=236236S}} | {{AttackVersion|name=Attack|subtitle=236236S}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Headbutt|subtitle=214S}} | {{AttackVersion|name=Headbutt|subtitle=214S}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236236S 214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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{{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 | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|623H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{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! | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Activate|subtitle=236236P}} | {{AttackVersion|name=Activate|subtitle=236236P}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236236P}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 1,023: | Line 999: | ||
*Generally speaking, this is an install super that has higher risk and lower rewards. | *Generally speaking, this is an install super that has higher risk and lower rewards. | ||
*Many characters still have no problems outmaneuvering Robo even while in the install mode. | *Many characters still have no problems outmaneuvering Robo even while in the install mode. | ||
*If you are in this mode and you connect with a Level 3 214S (Horse), you can juggle with 236236S (Punch Spam Super) until you explode. You can also do this off his command grab. These are both ideal combo routes as it will prevent your opponent from bursting. | |||
*It is pretty common to see Robos use a FB right before exploding to try and catch or cross up the opponent. | *It is pretty common to see Robos use a FB right before exploding to try and catch or cross up the opponent. | ||
Line 1,028: | Line 1,005: | ||
}} | }} | ||
{{AttackVersion|name=Detonation}} | {{AttackVersion|name=Detonation}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236236P Explosion}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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**After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30. | **After this explosion, Robo is put in an untechable knockdown (although it is burstable to recover slightly faster), loses all his meter, and his heat is reset back to 30. | ||
*If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high. | *If the opponent is forced to block the explosion on the ground, Robo has chances for a few mixup opportunities, although with little to no meter, the followup damage on the combo would not be very high. | ||
*As stated earlier you can Burst during the explosion to recover sooner. This will allow you more time to mixup, or even potentially combo by doing a 2d mat, frame perfect Robo Dash, re-activate, Punch Spam super, explode (The Nezu Combo). | |||
*Despite the limited options available to Robo as a result of losing all his tension, something as simple as a 5d connecting after opponent fully blocks the explosion and additional hits can result in huge damage. | |||
'''Supplementary Frame Data:''' ''Knocks down opponent on hit. Hitstop 6F. Listed recovery and Frame Adv. is for when the explosion occurs on the ground. This attack deals 53 damage to Robo-Ky and knocks him down on 1F.'' | '''Supplementary Frame Data:''' ''Knocks down opponent on hit. Hitstop 6F. Listed recovery and Frame Adv. is for when the explosion occurs on the ground. This attack deals 53 damage to Robo-Ky and knocks him down on 1F.'' | ||
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{{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 1,051: | Line 1,030: | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|IK}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 1,058: | Line 1,037: | ||
}} | }} | ||
<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:GGACR Robo-Ky_normal_h.png|center|110px]] | |||
| Japan || Mikado || - || Retired to BlazBlue || Master of subs. Can and will disrespect at any given opportunity || [https://youtu.be/TApB0SraydY Link] | |||
|- | |||
| GAKU || style="text-align:center;"| [[File:GGACR Robo-Ky_normal_d.png|center|110px]] | |||
| Japan || Mikado || - || Retired to Xrd|| - || [https://youtu.be/OM_S0VIWJNo Link] | |||
|} | |||
==[[Dustloop_Wiki:Roadmap/GGACR#Robo-Ky|Roadmap]]== | ==[[Dustloop_Wiki:Roadmap/GGACR#Robo-Ky|Roadmap]]== | ||
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==Navigation== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[GGACR/Robo-Ky/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-GGACR}} | {{Navbar-GGACR}} | ||
[[Category:Guilty Gear XX Accent Core + R]] | [[Category:Guilty Gear XX Accent Core + R]] | ||
[[Category:Robo-Ky]] | [[Category:Robo-Ky]] |
Revision as of 22:12, 24 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums |
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 as he gains meter quickly from it compared to other characters.
- Good at controlling a large air space in front of him, restricting the opponent’s movement.
- At high meter has one of the best DP anti-airs in the game.
- Strong tick throw and frame trap game.
- Meter dependence on special moves makes him vulnerable at round start in some matchups, and overally very resource intensive.
- 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 on top of limited gatling routes with unconventional normals. 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.
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
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. Additionally, and often overlooked, at 80+ heat all his normals will do chip damage! This catches many people off guard! 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.
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 |
---|
2S |
---|
2H |
---|
j.P |
---|
j.K |
---|
j.S |
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j.H |
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j.D |
---|
Universal Mechanics
Throw |
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Air Throw |
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Dead Angle Attack |
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Special Moves
Overheat Explosion |
---|
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 | Japan | Mikado | - | Retired to BlazBlue | Master of subs. Can and will disrespect at any given opportunity | Link | |
GAKU | 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 •