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|content=Robot. Ky. Gimmic-ky. | |content=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. | ||
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* 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. | ||
* Can be locked out of combo routes due to having too much meter. Requires improvisation to convert based on available meter and current heat. | * 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. | * Has few opportunities to lock the opponent down to safely use his high/low tools. | ||
}} | }} | ||
| subheader1=Electric Gauge | | subheader1=Electric Gauge | ||
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| content3=Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C. | | 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. | 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! | ||
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 | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|c.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|f.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|1|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: | {{#lst:{{PAGENAME}}/Data|6P (1)}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=2nd, 3rd Hit}} | {{AttackVersion|name=2nd, 3rd Hit}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6P (2-3)}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6H Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6H Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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*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 {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out. | *Also functions as an amazing poke in neutral. Although it is slower than {{clr|3|f.S}} or {{clr|1|6P}}, it makes up for it by having an FRC point and it does not extend Robo’s hurtbox as far out. | ||
*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).'' | '''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: | {{#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 {{clr|4|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. | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Over 80% Heat}} | {{AttackVersion|name=Over 80% Heat}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2S Heat}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|4|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: | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Over 80% Heat}} | {{AttackVersion|name=Over 80% Heat}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2H Heat}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|1|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: | {{#lst:{{PAGENAME}}/Data|j.P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|4|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: | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|5|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: | {{#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).'' | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|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: | {{#lst:{{PAGENAME}}/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|DAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Overheat}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Delayed Wakeup}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
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|input={{clr|5|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: | {{#lst:{{PAGENAME}}/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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|input={{clr|3|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: | {{#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. | ||
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}} | }} | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236S Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236S Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214S Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214S Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214S Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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*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 | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground, Level 1}} | {{AttackVersion|name=Ground, Level 1}} | ||
{{#lst: | {{#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: | {{#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: | {{#lst:{{PAGENAME}}/Data|623H Lv3}} | ||
{{!}}- | {{!}}- | ||
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{{AttackVersion|name=Air, Level 1}} | {{AttackVersion|name=Air, Level 1}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.623H Lv1}} | ||
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{{AttackVersion|name=Air, Level 2}} | {{AttackVersion|name=Air, Level 2}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.623H Lv2}} | ||
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{{AttackVersion|name=Air, Level 3}} | {{AttackVersion|name=Air, Level 3}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.623H Lv3}} | ||
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====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackVersion|name=Level 1}} | {{AttackVersion|name=Level 1}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236S Lv1}} | ||
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{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236S Lv2}} | ||
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{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.236S Lv3}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|66X}} | ||
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{{Description|7|text= | {{Description|7|text= | ||
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{{MoveData | {{MoveData | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#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 {{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. | *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. | ||
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|input={{clr|5|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: | {{#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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{{AttackVersion|name=Attack|subtitle=236236S}} | {{AttackVersion|name=Attack|subtitle=236236S}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236236S}} | ||
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{{AttackVersion|name=Headbutt|subtitle=214S}} | {{AttackVersion|name=Headbutt|subtitle=214S}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236236S 214S}} | ||
{{!}}- | {{!}}- | ||
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}} | }} | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|623H}} | ||
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{{Description|7|text= | {{Description|7|text= | ||
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{{MoveData | {{MoveData | ||
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{{AttackVersion|name=Activate|subtitle=236236P}} | {{AttackVersion|name=Activate|subtitle=236236P}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236236P}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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*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. | ||
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}} | }} | ||
{{AttackVersion|name=Detonation}} | {{AttackVersion|name=Detonation}} | ||
{{#lst: | {{#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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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|IK}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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|- | |- | ||
| Dogura || style="text-align:center;"| [[File:GGACR Robo-Ky_normal_h.png|center|110px]] | | Dogura || style="text-align:center;"| [[File:GGACR Robo-Ky_normal_h.png|center|110px]] | ||
| Japan || Mikado || - || Retired || Master of subs. Can and will disrespect at any given opportunity || [https://youtu.be/TApB0SraydY Link] | | 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]] | | GAKU || style="text-align:center;"| [[File:GGACR Robo-Ky_normal_d.png|center|110px]] | ||
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==Navigation== | ==Navigation== | ||
{{#lst: | {{#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 |
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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 | 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 •