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|name=5P | |name=5P | ||
|image=GGAC_RoboKy_5P.png | |image=GGAC_RoboKy_5P.png | ||
|caption= | |caption=ZA HANDO | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_Robo-Ky_5P-Hitbox.png|center|175px]] | [[File:GGXXACPR_Robo-Ky_5P-Hitbox.png|center|175px]] | ||
Line 91: | Line 91: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Very oppressive jab. Go-to button for pressure. | |||
*+7 on block. Great as a meaty, frame trap, tick throw, burst bait, timing device & lockdown tool. | |||
*Great move to raise guard gauge. | |||
*Link into 5k/2k/2s on block for mixup. | |||
*Combo into 5s/2s for B&B. | |||
*Can be ducked by smaller/certain characters, (Faust, Kliff, Zappa). | |||
'''Supplementary Frame Data:''' ''On block, raises GB like a lv 4 move. Untechable on air CH for 44F.'' | |||
}} | }} | ||
}} | }} | ||
Line 111: | Line 105: | ||
|name=5K | |name=5K | ||
|image=GGAC_RoboKy_5K.png | |image=GGAC_RoboKy_5K.png | ||
|caption= | |caption=Pestering Standing Low | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_Robo-Ky_5K-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_Robo-Ky_5K-1-Hitbox.png|center|175px]] | ||
Line 126: | Line 120: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
The other go-to button for pressure. | |||
*Standing low, always a pain to deal with. | |||
*-4 on block, but links to 5P, which can set up tick throws | |||
*Self cancelling. | |||
*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. | |||
*Because Robo does not have a 6K, he can press 6 K+H to option select throw. | |||
'''Supplementary Frame Data:''' ''Initial prorate 80%.'' | |||
}} | }} | ||
}} | }} | ||
Line 160: | Line 145: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Mainly used for pressure and combos. | |||
*Chain into 2P, f.S or ground/air missile for further lockdown/mixup options. | |||
*Chains into both normals that give knockdown (2S and 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. | |||
*Combos into 5D on counterhit. | |||
}} | }} | ||
Line 194: | Line 171: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Robo's most consistent long ranged poke. | |||
*Lets Robo poke into mat for basic neutral. | |||
*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. | |||
*Can be late gatling canceled into a 5H FRC, 6H at 50+ heat, or into 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.'' | |||
}} | }} | ||
}} | }} | ||
Line 206: | Line 184: | ||
|name=5H | |name=5H | ||
|image=GGAC_RoboKy_5H.png | |image=GGAC_RoboKy_5H.png | ||
|caption= | |caption=The Clutchest | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_Robo-Ky_5H-1-Hitbox.png|center|175px]] | [[File:GGXXACPR_Robo-Ky_5H-1-Hitbox.png|center|175px]] | ||
Line 219: | Line 197: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | |||
*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. | |||
*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. | |||
'''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).'' | |||
FRC | |||
}} | }} | ||
}} | }} | ||
Line 239: | Line 210: | ||
|name=6P | |name=6P | ||
|image=GGAC_RoboKy_6P.png | |image=GGAC_RoboKy_6P.png | ||
|caption= | |caption=Robo Ky doesn't eat the shells | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_Robo-Ky_6P-Hitbox.png|center|175px]] | [[File:GGXXACPR_Robo-Ky_6P-Hitbox.png|center|175px]] | ||
Line 249: | Line 220: | ||
{{#lsth:GGACR/Robo-Ky/Data|6P (1)}} | {{#lsth:GGACR/Robo-Ky/Data|6P (1)}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
The elbow shotgun. | |||
*Can be chained into itself up to 2 more times. Each 6P builds more heat than the previous in this chain. | |||
*Pretty good horizontal range and can be used as a poke in neutral. | |||
*Counterhit 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. | |||
*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. | |||
*If only a single 6P is done, it will give an untechable knockdown. This allows for 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. | |||
'''Supplementary 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 6P (2nd hit). Raises the temperature gauge by 10 C on 10F.'' | |||
}} | |||
{{AttackVersion|name=2nd, 3rd Hit}} | {{AttackVersion|name=2nd, 3rd Hit}} | ||
{{#lsth:GGACR/Robo-Ky/Data|6P (2-3)}} | {{#lsth:GGACR/Robo-Ky/Data|6P (2-3)}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Mainly for building excessive levels of heat, in order to get Robo up to a certain level. | |||
*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 | |||
'''Supplementary 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).'' | |||
}} | }} | ||
}} | }} | ||
Line 282: | Line 253: | ||
{{#lsth:GGACR/Robo-Ky/Data|6H Lv1}} | {{#lsth:GGACR/Robo-Ky/Data|6H Lv1}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
Primary Heat management tool. | |||
*Level 1 exists between 30-49 Heat. | |||
*This move has limited uses due to its short range and the fact that lowering heat at this point has no real benefit. | |||
*Can be used to cancel out projectiles, although better options exist. | |||
'''Supplementary Frame Data:''' ''Staggers on ground CH (max: 35F). CH state from frames 1-32. Hit stop 5. Is a projectile. FRC timing frames 10-12. Projectile disappears immmediately if Robo-Ky gets hit. Lowers heat by 2.7 C on frame 7, followed by 4 decreases of 2.7 C every 3 frames. (total temperature decrease of 13.5 C).'' | |||
}} | |||
{{AttackVersion|name=Level 2}} | {{AttackVersion|name=Level 2}} | ||
{{#lsth:GGACR/Robo-Ky/Data|6H Lv2}} | {{#lsth:GGACR/Robo-Ky/Data|6H Lv2}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
*Level 2 exists between 50-79 Heat. | |||
*The most useful version of 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. | |||
*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. | |||
'''Supplementary Frame Data:''' ''Staggers on ground CH (max: 54F). CH state from frames 1-32. FRC timing: 13-14. Is a projectile. Projectile disappears immmediately if Robo-Ky gets hit. Lowers heat by 2.7 C on frame 10, followed by 4 decreases of 2.7 C every 3 frames. (total temperature decrease of 13.5 C).'' | |||
}} | |||
{{AttackVersion|name=Level 3}} | {{AttackVersion|name=Level 3}} | ||
{{#lsth:GGACR/Robo-Ky/Data|6H Lv3}} | {{#lsth:GGACR/Robo-Ky/Data|6H Lv3}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
*Level 3 exists between 80-99 Heat. | |||
*This is generally used for blockstrings and combos. | |||
*The extended stagger on hit lets Robo do a damaging 6H loop while lowering his heat. | |||
*Still safe on block, but not advantageous like Lvl 2. | |||
'''Supplementary 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).'' | |||
}} | }} | ||
}} | }} | ||
Line 337: | Line 300: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
No longer impossible to block. | |||
Hits high. | *Hits high. | ||
*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 . | |||
*A corner dust combo into a missile loop can do lots of damage and even potentially stun. | |||
Better range than | |||
Try using a blocked | |||
}} | }} | ||
}} | }} | ||
Line 363: | Line 322: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | |||
*Because 2P is +3 on block you have a few options after a blocked 2P. | |||
**Chain into another c.S or 2K to maintain pressure. | |||
**Attempt a tick throw. | |||
**Frame trap with 5K, 5P, 5H, 2H. | |||
*Useful as a meaty against the characters that duck under 5P (Faust, Kliff, Zappa) | |||
85% | '''Supplementary Frame Data:''' ''Initial Prorate 85%.'' | ||
}} | }} | ||
}} | }} | ||
Line 389: | Line 347: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
The move everyone seems to hate. | |||
*Prorates 85%. Unfortunately, it is one of his more common combo starters. | |||
*Is -8 on block but still ok for tick throw. Can be spaced to made safe or plus. | |||
*Has a very low profile that allows it to go under moves such as Ky’s fireballs. | |||
*Combo into 2s for B&B. | |||
*Will build heat, so must be used in moderation at high heat. | |||
'''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).'' | |||
}} | }} | ||
}} | }} | ||
Line 424: | Line 376: | ||
{{#lsth:GGACR/Robo-Ky/Data|2S}} | {{#lsth:GGACR/Robo-Ky/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
Robo-Ky's actual sweep. | |||
*Cancel into 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). | |||
*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! | |||
'''Supplementary Frame Data:''' ''Knocks down opponent on hit. Hitstop 6F. Can cancel into 5H after 22F.'' | |||
}} | |||
{{AttackVersion|name=Over 80% Heat}} | {{AttackVersion|name=Over 80% Heat}} | ||
{{#lsth:GGACR/Robo-Ky/Data|2S Heat}} | {{#lsth:GGACR/Robo-Ky/Data|2S Heat}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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. | |||
*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. | |||
*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. | |||
In 80 | |||
'''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.'' | |||
}} | }} | ||
}} | }} | ||
Line 459: | Line 409: | ||
{{#lsth:GGACR/Robo-Ky/Data|2H}} | {{#lsth:GGACR/Robo-Ky/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | |||
Projectile. | |||
*Since the Knee-Rocket emanates from Robo-Ky, while he is grounded, the projectile itself MUST be blocked in the air utilizing Faultless Defense! This catches many people off guard! | |||
*Gives small amounts of meter on hit and block. | |||
*Good for controlling the opponent’s air actions. Great as soon as an opponent jumps with some distance between you, or if they are at the top of the screen. | |||
*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. | |||
*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. | |||
*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! | |||
'''Supplementary Frame Data:''' ''Launches opponent on hit (on ground hit untechable for 28F). Robo-Ky is in CH State 1-33F. FRC Timing 19-21F. Is a projectile. Missile disappears immediately if Robo-Ky is hit.'' | |||
}} | |||
{{AttackVersion|name=Over 80% Heat}} | {{AttackVersion|name=Over 80% Heat}} | ||
{{#lsth:GGACR/Robo-Ky/Data|2H Heat}} | {{#lsth:GGACR/Robo-Ky/Data|2H Heat}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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. | |||
*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. | |||
CH Robert 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.'' | |||
}} | }} | ||
}} | }} | ||
Line 500: | Line 451: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Probably Robo's best air to air normal. | |||
*Very fast with low recovery makes this a great air normal. | |||
*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. | |||
}} | }} | ||
}} | }} | ||
Line 519: | Line 474: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Robo’s go to air combo starter. | |||
*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. | |||
*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. | |||
**TK FB j.K for instant overhead. | |||
**TK FB whiff j.K land 5K for fake overhead low. | |||
**TK FB whiff j.K throw/command throw. | |||
}} | }} | ||
}} | }} | ||
Line 526: | Line 490: | ||
|name=j.S | |name=j.S | ||
|image=GGAC_RoboKy_jS.png | |image=GGAC_RoboKy_jS.png | ||
|caption= | |caption=BANNED | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
[[File:GGXXACPR_Robo-Ky_jS-Hitbox.png|center|175px]] | [[File:GGXXACPR_Robo-Ky_jS-Hitbox.png|center|175px]] | ||
Line 536: | Line 500: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
This is his “big damage” air normal. | |||
*Jump cancellable, gatlings into j.P and j.H, and is special cancellable. | |||
*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. | |||
'''Supplementary Frame Data:''' ''Ground bounces and knocks down opponent on CH.'' | |||
}} | }} | ||
}} | }} | ||
Line 552: | Line 522: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
A good air to air normal. | |||
*Has long horizontal range and a rewarding counterhit. | |||
*Very fast, so it is possible to miss the airthrow, but still land the counterhit. | |||
*Builds large amounts of heat. This can be both a good and a bad thing. | |||
*Special cancellable, so can be used to fix the opponent’s positioning for a missile loop. | |||
*Does not have a very good vertical hitbox. It can be used as a jump in, but mileage may vary. | |||
'''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.'' | |||
}} | }} | ||
}} | }} | ||
Line 558: | Line 536: | ||
|name=j.D | |name=j.D | ||
|image=GGAC_RoboKy_jD.png | |image=GGAC_RoboKy_jD.png | ||
|caption= | |caption=Inspector Gadget | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
Line 565: | Line 543: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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. | |||
'''Supplementary Frame Data:''' ''Untechable for 18F. .Hitstop 6F. (Untranslated).'' | |||
}} | }} | ||
}} | }} |
Revision as of 02:09, 10 November 2019
Robo-Ky |
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To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
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Overview
Robot. Ky. Gimmic-ky.
Ky's Robotic Doppelganger who plays very differently, despite having a few similar normals. Robo Ky plays a fairly well-rounded, strike/throw game, but in addition, requires managing his unique meter systems. His electric meter system changes the strengths and utility of much of his moveset, ranging from weak and pitiable moves to high damage and very quick stun output. His heat gauge affects some of his other moves by changing their hitstun and damage output, but Robo Ky needs to take care to ensure that this meter doesn't hit 100%, otherwise he'll self destruct, get knocked down, and lose all of his momentum.
Robo has the potential to be a tricky and damaging character once you become strong at managing his resources.
Character Specific Mechanics
Electric Gauge
After picking Robo, one can clearly see that his tension gauge looks different from everybody else’s. Instead of the standard bar, his only indicates meter in increments of 10%. His special moves change properties based on this meter, which can be charged mainly by using and standing over his 2D Mat move (His sweep is instead allocated to his 2S).
For the following meter ranges, his specials are set to corresponding levels:
- 0 bars = Lvl 1 specials
- 1-4 bars = Lvl 2 specials
- 5-10 bars = Lvl 3 specials
Overall, his lvl 1 specials are pretty useless and have minimal use, while his Lvl 2 and 3 specials each have their particular uses.
Heat Gauge
Robo-Ky has a second, circular gauge that tells his temperature with tick marks for every 10°C.
This gauge, representing heat, changes the properties of his 6H, 2S and 2H. At 80+ heat, Robo does more damage and has additional hitstun, giving him combos limited to high heat.
- 30-49 heat, 30 is the lowest default value of heat
- 50-79 heat
- 80-99 heat
- At 100 heat, Roboky overheats and does self inflicted damage, gets knocked down, and has his heat reset back to 30.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/o8jxv0ySFNc
}} |
Normal Moves
5K |
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The other go-to button for pressure.
Supplementary Frame Data: Initial prorate 80%. |
c.S |
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Mainly used for pressure and combos.
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f.S |
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Robo's most consistent long ranged poke.
Supplementary Frame Data: Initial Prorate 85%. Can chain into normal other than 5P or 2P (even on whiff) after 8F. |
5H |
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The blessing and the curse.
Supplementary Frame Data: Stagger on ground CH (max: 62F). Untechable on air hit for 24F. FRC timing frames 5-8. Staggers opponent on CH (max 47F). |
6P |
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6H |
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5D |
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No longer impossible to block.
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2P |
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A decent short range poke.
Supplementary Frame Data: Initial Prorate 85%. |
2K |
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The move everyone seems to hate.
Supplementary Frame Data: Low Profile 7-22F. Initial Prorate 85%. In CH State during recovery. Raises heat by 3.6 C on frame 1, followed by 2 increases of 3.6 C every 3 frames. (total temperature decrease of 10.8 C). |
2S |
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2H |
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j.P |
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Probably Robo's best air to air normal.
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j.K |
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Robo’s go to air combo starter.
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j.S |
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This is his “big damage” air normal.
Supplementary Frame Data: Ground bounces and knocks down opponent on CH. |
j.H |
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A good air to air normal.
Supplementary Frame Data: Untechable for 20F. Wall sticks opponent on CH (untechable for 108F, sticks for 27F). Robo-Ky is in CH state 1-33F. Raises heat by 21.6 C on frame 1. |
j.D |
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An air normal that is generally used at the end of an air combo.
Supplementary Frame Data: Untechable for 18F. .Hitstop 6F. (Untranslated). |
Universal Mechanics
Throw |
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Air Throw |
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Dead Angle Attack |
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Causes untechable wallbounce on counterhit and allows for followup without RC'ing near the corner. 50% prorate. |
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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The meter mat. Generates roughly 3 blocks of your battery gauge if you stand on it for its whole duration. Does not disappear when hit. You're gonna be throwing this puppy out a lot. |
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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Command Grab |
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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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 •